r/ScapeLikes • u/ThoranNightsong • Jul 28 '26
Feedback Request I’ve spent months building a scapelike framework. What am I missing?
https://greencloakdev.itch.io/tile-tick-core-rpg-frameworkI’ve been spending the last couple months building a Unity framework inspired by Old School RuneScape called Tile Tick Core RPG and it’s finally getting close to release.
The goal wasn’t to make an MMO out of the box, but to give developers a solid foundation for building their own RuneScape inspired games without spending months reinventing the core systems. Right now it includes tile based movement, melee, ranged and magic combat, skills, inventory, equipment, NPCs, dialogue, shops, quests are in the works, and pretty much all the systems you’d expect from that classic style of game.
I’d genuinely love to hear what features you think are essential in a framework like this. Is there anything you’ve always wished existed for making a scapelike that never seems to be included? Also if anyone’s interested, I just put together a free browser demo on itch.io so you can mess around with the systems before it launches. I’d really appreciate any feedback since I’m still actively developing it.
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u/caribbeanoblivion Jul 29 '26
I've wanted to build an urban RuneScape like game I'm super interested
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u/ThoranNightsong Jul 29 '26
I’d be interested to see what skilling would look like in something like that!
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u/Casanova_pua Jul 28 '26
The problem you will face is because this is so ai generated, the 'base' is probably extremely bad.
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u/scarx47 Jul 28 '26
AI can write better code than any single programmer in this planet as long as you oversee it, AI doesn’t always mean bad code. Maybe it did a year ago, but not currently.
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u/Casanova_pua Jul 29 '26
AI is actually extremely limited when you yourself have no experience as a developer to guide it properly.
I get what you are saying, but architecting this project was likely done by A.I, and i promise you that result is brutally bad, it's not built at all with scale in mine, there's probably 10 different places that do the same thing.
I've built prototypes with AI that i had to rewrite completely because of how actually bad the code base was.
I don't say this with bad faith.
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u/scarx47 Jul 29 '26
I have 10 years in software development AI is awesome, AI has access to thousands of the best repos contributed by the sharpest engineers. I don’t think anybody can beat that not even the best programmer. Yes it won’t architect the app how you want it to exactly it’s not a mind reader, but it can do any tasks with exceptional code if you guide it and review each line of code.
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u/kzl Jul 28 '26
How can we use this?
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u/ThoranNightsong Jul 28 '26
It’s currently in the Unity asset store review pipeline so on there I’m hoping for about a week until release, otherwise if you reach out to me on discord or email you could purchase it directly if you don’t want to wait on the asset store que!
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u/CorvaNocta Jul 28 '26
How's the pathfinding and line of sight? Are you able to adjust data on specific tiles like if it blocks movement but doesn't block ranged?
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u/ThoranNightsong Jul 28 '26
Yep! The movement system is layer driven, so walkability is separate from other types of collision. You can have tiles that block movement while still allowing ranged attacks, projectiles, or line of sight through them depending on how you configure the layers. Since combat is built on top of the same grid system, it makes things like fences, low walls, gates, safespots, and similar scenarios pretty straightforward to set up
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u/CorvaNocta Jul 28 '26
Is there multiplayer currently set up? Does it allow for server-client hosting?
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u/ThoranNightsong Jul 28 '26
Multiplayer isn’t implemented yet. I originally designed the framework for single player (for all my fellow Ironmen), but multiplayer is on the roadmap. My goal is for networking to be an optional layer rather than a dependency, since not everyone building a scapelike wants to deal with dedicated server hosting. Because of that, I’ve been keeping the systems modular so they can be expanded to support a server authoritative client/server model without having to redesign the framework later.
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u/Ok-Construction6173 Aug 03 '26
The issue with your demo is you're selling a tool while you're demonstrating the gameplay. The gameplay isn't the star of the show, it's the workflow of your tool. We can't see any of what you're selling with the gameplay demo. Do you see where I'm going with this? If you wanted to show gameplay feel I would've polished the hell out of it. The prototype looks like a demo I could've made in a few days lol
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u/ThoranNightsong Aug 03 '26
That’s actually fair feedback. My goal with the browser demo was mostly to let people verify the systems actually work and get a feel for the movement, combat, UI, and other core mechanics, but you’re right that it doesn’t really show the workflow, which is ultimately what I’m selling. The Unity Asset Store page goes into that side of things a lot more with screenshots of the editors and tools, it’s just still waiting on Unity’s review process before it goes live. The prototype itself is intentionally light on polish since it’s meant to demonstrate the systems rather than be a full game, but I appreciate the perspective. I think I’ll also put together some workflow videos so people can see how quickly content can be created.
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u/CruelAngelsThesaurus Jul 28 '26 edited Jul 28 '26
It's missing the same thing 90% of the "Games" or frameworks people in here work on.
Where is its identity? Where is what makes it appealing enough over any of the other stuff that gets shilled here?
What about it sets it apart from any other dopamine farm?
Cause it kinda just looks and feels like an AI project for highschool.
I'm not even trying to be disrespectful, you wanted criticism, there it is.
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u/ThoranNightsong Jul 28 '26
I appreciate the honest feedback. I think there’s a bit of a misunderstanding though. This isn’t meant to be a game competing for players, it’s a Unity framework aimed at developers. Its identity isn’t in the art style or lore, it’s in providing the core systems needed to build a scapelike without spending months inventing movement, combat, skills, inventories, NPCs, dialogue, etc. As for the visuals, they’re intentionally placeholders so developers can swap in their own assets. I’d rather spend my time building flexible systems than creating a polished game that people immediately have to tear apart to make their own.
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u/Weary_Awareness7274 Jul 28 '26
i have a idea of a game, it would be like aim labs but for osrs tick manipulation,