Working on my own RPG engine

Viewing 15 posts - 1 through 15 (of 68 total)
  • Author
  • #298016

    I’m working on an RPG-style engine with the standard “kill monster to gain power to kill a bigger monster” loop, with the primary difference that the world is not static, but has an ecosystem, and every action you take has an effect (however small) on that ecosystem. I’ve grown really tired of RPG worlds with massive static decision trees. :)

    So, for example, today I added prototype code to allow dungeons to grow in power over time and begin to release dungeon mobs into the wild, where they can interfere in city resource gathering operations, which can slow or stop city growth (which will eventually effect services the city offers to players, though I haven’t coded that yet).

    Instead of getting a static starter quest to kill rats, gain a few coins and rep, and move on, you may instead want to pacify the rat dungeon near the starting city, to slow down that dynamic process. Or, you can ignore it. :) (I intend there to be a -lot- of such processes.)

    I have a Patreon link with screenshots (but nothing behind a paywall yet). Right now it’s mostly a dev blog, but I may eventually have some LitRPG there, and some prototype background music.

    I’d be interested in any thoughts! :)


    That sounds like a worthy project. I’ve always been a fan of the idea of worlds being affected by the game environment. Many an anime has presented game worlds that behave like that, for which I’ve hoped to see real games behave so.

    I do hope you manage to develop this further, and as an RPG gamer first and foremost, I look forward to more games like this appearing.

    My only suggestion would be to make sure you have a wide and varied class system to go with this wide and varied world you are creating.


    I agree on a wide and varied class system! :) That’s one of the reasons I’m focusing on gameplay mechanics and expanded content, instead of graphics.

    I’m also hoping to make it possible to easily mod whatever I do, so that others can create their own worlds. Right now, I’m using XML serialization to save the world files (including classes), but I want to create a built-in construction kit, so you won’t need to edit files directly to add your own content.

    I haven’t locked in a class system yet, but these are some of the aspects I’m considering:

    • Tiered classes (standard beginner-to-specialized class progression, such as from Acolyte to Elemental Summoner)
    • Pathed classes (you get branching choices each tier, and some lead to the same conclusion, like Archmage, but you’ll have different builds depending on what path you chose to get there)
    • Auxiliary paths, which you can choose and level in addition to your main class
    • Hidden classes or paths which are only unlocked via achievements/accomplishments



    I’ve posted several updates since, including the most recent on itemization:


    Latest update (let me know if the music link doesn’t work!):

    More organ music

    Been working on the itemization and crafting data model all week, and am still knee-deep in it. :)

    In the interim, here’s another pipe organ improvisation. I’m partial to this one! Still working through the kinks in the recording pipeline, though (pun not intended!). :)


    I now have a working crafting system:


    Materials now provide stats in crafting, and I’m doing a stat system rework:


    I wanted to share some exciting news—I’ve been working on my very own RPG engine! It’s been an incredible journey so far, and I’m thrilled to see my vision come to life.

    Developing an RPG engine from scratch has been a labor of love, and it’s been a fantastic opportunity for me to explore my creativity and programming skills. I’ve been able to design the mechanics, create the world, and shape the overall experience according to my own unique vision.

    One of the most rewarding aspects of working on my RPG engine has been the freedom to experiment and innovate. I’ve been able to incorporate new gameplay mechanics, customize character progression systems, and create engaging storylines that reflect my personal style. It’s been an exhilarating process, pushing the boundaries of what I thought was possible.

    Of course, building an RPG engine from the ground up has come with its fair share of challenges. Balancing gameplay mechanics, ensuring stability, and optimizing performance have required meticulous attention to detail and countless hours of debugging. But the satisfaction of overcoming these obstacles and seeing the engine evolve and improve is immeasurable.


    On to integrating the new stat system:


    Reworking the skill system to be more generic:


    A bunch of organ music additions, and a devlog update on the skill logic system and a new generic character object:

    I also posted my first Patron-only content: a pipe organ improvisation in the style of a Chromatic Fantasy and Fugue (not that it’s a real fugue, mind you!). :)


    I’m working on my own RPG engine, a creative endeavour full of challenges and discoveries. I enjoy balancing mechanics, building worlds, and developing gameplay mechanics. Progress is satisfying, and I can’t wait to see my idea realised! Any advise or assistance is greatly appreciated.


    Devlog primarily on turn-based mechanics:


    Public devlog on updated combat system:

Viewing 15 posts - 1 through 15 (of 68 total)
  • You must be logged in to reply to this topic.

Subscribe to our mailing list to get the new updates!