I thought this was an important thing to get out of the way while I'm still at the beginning of the project. I'm currently developing my game for Ren'Py, alongside Jake's RPG Battle Engine but to use it for a commercial game I have to of course get his approval.
In the case that isn't possible, I was wondering what other viable options are? I thought of Rpg Maker, which I also possess, but can I properly recreate VN style dialogue with it? Also there's the problem with the locked resolution but it seems there's a dll in development to fix that.
I also have some experience with Unity but again, can I properly recreate a VN style dialogue with it? What about a Final Fantasy Tactics styled battle system, would it be difficult to code? Do you know of any assets create specifically for those things?
Alternatives for a VN with Tactical RPG fights
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Re: Alternatives for a VN with Tactical RPG fights
first off, rpg maker is a horrible program for anyone i highly advice at not using it. unity can be used to make a VN heres something to help you:
http://u3d.as/content/sol-tribe/visual- ... t-free/53G
this is for fully customized vn
http://forum.unity3d.com/threads/vntxt- ... ne.154473/
lastly building a FF battle system is not hard theres like maybe 10 coding ways to make a game into a rpg.
http://u3d.as/content/sol-tribe/visual- ... t-free/53G
this is for fully customized vn
http://forum.unity3d.com/threads/vntxt- ... ne.154473/
lastly building a FF battle system is not hard theres like maybe 10 coding ways to make a game into a rpg.
Re: Alternatives for a VN with Tactical RPG fights
Leviathan: The Last Day of the Decade and Huniepop were both built using Unity, so VN style dialogues are definitely possible.
Leviathan - http://steamcommunity.com/sharedfiles/f ... =172019758
Huniepop - http://store.steampowered.com/app/339800/
A Final Fantasy tactic RPG would NOT be difficult to code in Unity, provided you are able to use the program. To put it in perspective, Wasteland 2 was built using Unity and that has a far more complex combat system. The most difficult thing about building your RPG will probably be balancing the thing.
I also second Firecat's advice, I wouldn't use RPGMaker.
Leviathan - http://steamcommunity.com/sharedfiles/f ... =172019758
Huniepop - http://store.steampowered.com/app/339800/
A Final Fantasy tactic RPG would NOT be difficult to code in Unity, provided you are able to use the program. To put it in perspective, Wasteland 2 was built using Unity and that has a far more complex combat system. The most difficult thing about building your RPG will probably be balancing the thing.
I also second Firecat's advice, I wouldn't use RPGMaker.
Re: Alternatives for a VN with Tactical RPG fights
Well I will have to use Unity3D anyway since that's what the local job market is hinting towards, the problem is that out of the box, Unity is only friendly towards making single-level tech demos. To get up and running create multiple-hour VN-like experiences it seems Ren'Py is still good and I can focus more on UI. Also, I was a backer of Exogenesis and a lot of the updates described how hard it was to transition the Ren'Py demo to a Unity3d one.firecat wrote:first off, rpg maker is a horrible program for anyone i highly advice at not using it. unity can be used to make a VN heres something to help you:
http://u3d.as/content/sol-tribe/visual- ... t-free/53G
this is for fully customized vn
http://forum.unity3d.com/threads/vntxt- ... ne.154473/
lastly building a FF battle system is not hard theres like maybe 10 coding ways to make a game into a rpg.
I'm thinking of using something like this instead:
http://lemmasoft.renai.us/forums/viewto ... 51&t=29964
of course I'm limited to non-commercial in the meantime.
Re: Alternatives for a VN with Tactical RPG fights
Unity3d is definitely more powerful and capable of doing anything renpy can, but the learning curve is also much higher. Your total development time will also skyrocket.
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Re: Alternatives for a VN with Tactical RPG fights
RPGMaker is very limited compared to Unity, but it's perfectly possible (and actually very easy) to make a VN interface.
What I'll say is that, no matter the engine, as far as I know a tactic RPG battle system will be a VERY hard job. If you're going for a Fire Emblem aproach, for example, you'll have to literally program every fight from the start, working on the enemy AI in a different way depending on the mission's objective, all while having a very solid gameplay and A LOT of testing to make sure everything is balanced and you give the player enough different ways to win.
So... just stay with the engine you're more comfortable with.
What I'll say is that, no matter the engine, as far as I know a tactic RPG battle system will be a VERY hard job. If you're going for a Fire Emblem aproach, for example, you'll have to literally program every fight from the start, working on the enemy AI in a different way depending on the mission's objective, all while having a very solid gameplay and A LOT of testing to make sure everything is balanced and you give the player enough different ways to win.
So... just stay with the engine you're more comfortable with.
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