Full Length RPG

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Shoot balls to destroy as many blocks as possible, at each stage the game will become more difficult.
  • How conducive is Construct 2 in terms of make bigger games, such as a 20+ hour rpg?

    I have a little bit of experience using the software, but I wasn't sure how assets are handled when the game is loaded. If it is even possible to make a game with as much content as an RPG... Any light shed on this would be highly appreciated.

    Thank you.

  • In my opinion, definitely! It has a lot of the functionality to make a pretty decent one right now. I'm waiting for a built in path finding behaviour, and then that's the next one I'm going to make!

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  • In my opinion, definitely! It has a lot of the functionality to make a pretty decent one right now. I'm waiting for a built in path finding behaviour, and then that's the next one I'm going to make!

    You're not interest in using a plugin? Arcade issues, We know =(

    scirra.com/forum/behaviorpathfinder_topic44444.html

    scirra.com/forum/plugins-behaviors-rez-repo_topic51087_post322118.html

  • Hello srcarr1515,

    yes it is possible, everything you will need is implemented.

    Here is just a small example:

    Pennys freaky weekend trip

    good luck

    Stefan

  • Projects in C2 easily get overcrowded with events and messy when it comes to larger projects. You'd need very good management skills i.m.o. C2 also lacks certain systems which would be really useful in an old-school RPG like tile-based map editors.

    In a maker made specifically for RPG development, you'd have a whole menu dedicated to creating items and one for skills, all easy UIs which manage a very common aspect of RPG already there for you.

    You'd have a lot of advantage in the non-standard RPG features like say if you were to implement a physics element into your RPG.

  • Here's a follow up question, how about large games for mobile devices?

    I would like to make a large scale RPG, but I don't want it to suffer from redonkulous lag.

  • Its all going to come down to your assets and your capability. You can definately make a massive rpg for web, full of lush environments. You "could" make a huge rpg for a mobile if you kept your interactions simple (you would probably need to add depth other ways) and by reusing your graphics alot so your overall game weight is still light.

    Still, I havent gotten around to testing the new advancements on mobiles so its going to be interesting to see what happens in the next few months.

  • Graphical and sound assets take 90% of the game's size. You can write a 100+ epic RPG, however ultimately it is the graphics and sounds that dictate the game filesize.

    So, if you want to create epic RPGs, use reusable graphics and sounds.

  • I'm creating a game along the lines of Kingdoms of Camelot with some RPG style missions/playability and I can definitely say once you go past a certain size good project management becomes key. I started getting overwhelmed with all the sprite/textbox images so I had to go back and revamp using sprite instances and for the c2 program I started organizing into folders and subfolders. It makes things more a lot more manageable that way. Event reusability also plays a huge part. Create events that are resuable. I like to utilize groups to organize my events so I might have one event called movement. I'll activate the group when say the left key is pressed then pass a variable to the group pointing to the right sprite. ie set animation to gameinfo.spriteused & "walkingwest". Setting spriteused to knight will point the animation to sprite name knightwalkingwest.

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