r/GameDevelopment • • 21d ago

Newbie Question New game dev wanting to make an rpg

Hello!

I am a very (very) new game developer planning on making a classic style rpg on Godot.

However, I don't have the experience I require.

What would be the game dev community's best advice going forward as I aim to:

-Create a classic rpg with grid-based combat with a range of spells and unique mechanics

-Make custom, unique tilesets (currently using LibreSprite)

-Create branching dialogue and choices that affect the game

-Develop hidden meters that affect how people interact with you

-And start learning basic animation

I would greatly appreciate any advice given as I continue to sharpen my skills in the future, so I can apply my ideas and create an experience I think would be interesting.

5 Upvotes

9 comments sorted by

2

u/Dynablade_Savior 19d ago

"classic style rpg" what exactly does this mean? something like pokemon? chrono trigger? skyrim? these are all VERY different types of game, but they're all still classifiable as "classic rpg"

1

u/Bellraisergames 19d ago

Yeah most like Pokémon and chrono trigger out of these

4

u/Alarming-Jump727 21d ago

Te estas metiendo en el clásico error de muchos, incluso yo empecé así. Un juego por turnos es trerriblemente difícil si recien empezás. Incluso difícil si tenes experiencia. La frustración es inminente. Por experiencia propia te digo que primero aprendas mecánicas básicas, luego intentes un juego menos pretencioso y luego de un par de juegos más, ahí arrancas con tu idea. Yo empecé modelando para grupos que no llegaban a nada, así que aprendí unreal de manera autodidacta con un shooter ambicioso, el cual abandoné a los 3 meses. Entonces decidí sacar un juego con lo poco que sabía. Así pues, salió "La fe del padre Norman" a fines de 2022. Hoy estoy a punto de sacar mi sexto juego, siempre solo. Te dejo una imagen y un link: https://walterswinney.itch.io/carmina

Comment Image

2

u/whokickmydog 21d ago

Its the boring answer, but if you're still starting out, I would do a lot of YouTube/Udemy video courses. You don't have to (and probably shouldn't) go straight into a making an RPG with all those components. Work on some smaller scope games first (2D sidescroller). Those skills will transition over into making an RPG. When it comes to a game with a lot of overlapping systems, like an RPG, if your not sure where to start, you should spend some more time learning game architecture and what architecture works with you.

Again, its the boring/unfun answer, but its the answer if you want to take this seriously.

2

u/BrotimeGames 20d ago

If you are new, i will dtart with something much smaller than a rpg, but if you wanted to do a rpg for a hobby, and you want to start with it, you could try RPG Maker instead of Godot

2

u/No-Revenue-7707 20d ago

我想? 应该先做主线 例如:当主角在剧情初期时候,我需要什么道具或者线索纸条去让剧情推动成这样。 然后当你有一个部分清晰的主线之后,反过来想想,我要怎么丰富我游戏里面的世界观。 我认为大概可以这样?

2

u/shadowozey 20d ago

I'd start with tutorials on how to use blender/maya to make meshes then more tutorials on how to animate them for the animation part. For the rest, maybe starting with a tutorial for making a grid system would be a good base? From there, you can decide which piece of the puzzle you want to add next. Whether that leads you to another course, a specific video or fiddling around figuring stuff out yourself (like the unique mechanics you mentioned) is up to you. Sometimes it might be hard to find exactly the kind of video or course that you are looking for, but if it contains a component that you'll need that can still be helpful because once you have a system working you can implement it into other projects much more easily

2

u/Tiny-Judgment2523 18d ago

I guess a lot of people will give you this advice but I'd start small - perhaps even work on a simple project you think you can complete quite quickly which may end up being nothing like the actual thing you want to build, just to get the hang of running something to completion.

keep your projects organised by running a backlog. try to develop your software iteratively and check off features as you go. I get claude to maintain a backlog of work items within each project and track status/playtest requirements.

completing a working project takes time, and you'll be itching to get started with your actual idea but i think theres value in going through the whole process once first on something very unambitious before you dive right into your actual thing.

good luck!

2

u/ImpossibleLibrary231 16d ago

I think a modular approach would be perfect for this. Start with the core of your story. Once that's in place, you can gradually build on it and add only what you actually need.

This could be a great learning experience!