Fin Rovers
Game Mechanics & Narrative designer
Description
Hi there! This page is dedicated towards my journey into learning Godot 4 while developing my own games! I have a lot of ideas in my head for games, but only writing documents and drawing a little bit doesn’t really show much of what I can do (nor is it all too fulfilling). After having struggled a lot without a team to develop games, I decided that it would be time to start scripting on my own in order for me to finally be able to make something fun that is also able to show my design skills.
This page will detail my fiddling's in Godot 4 while I will try to learn and create an RPG system that I’ve been pondering over for quite a while. I will show my initial design for my game concept and the steps that I will make to see that system come to fruition.
All art has been acquired on OpenGameArt.org
The game concept I wish to prototype in the future can be found on a separate page: From the stars
Dragon Quest System
I started making a very simple RPG system akin to the first dragon quest games, which basically shows one enemy on the screen with a menu aligned to the top of the screen which presents the actions of the player. It is very simple with pretty much a fixed attack value for both the enemy and the player, but it was a good starting point to get a better idea of how Godot works. I mainly followed a tutorial while taking notes and commenting an explanation to everything. I know this might be disgusting to the eye, but it helps me remember a bit better when I have to write it down.
To challenge myself, I plan on scripting some extra functionality to the system by changing up the enemy every time the game is booted up. I want to do this by making a pool of enemies (or resources in Godot) that the program can choose between on startup.
Demonstration of the system, the player is able to attack, defend and run from the battle which closes the game.
Final Fantasy System
The second little project I started with is another RPG-system, but this time with parties for both the enemies and the player.
As of right now it is more a framework than an actual functioning party system. The party can’t do anything other than attack for now, and the enemies can’t attack at all. But this tutorial was rather useful to get myself more familiarized with the engine as well as showing me one way towards making a system turn-based with multiple playable characters (as this is something I want to implement in my concept as well).
After I’m done with the additions to the dragon quest system, I might add some very small adjustments like a critical hit and evasion, but I might move on from this system and start from scratch again as I feel that there is a better way of constructing a party system like this.
Demonstration of the party system. When choosing to attack, the system loops through the four party members and asks which enemy they want to attack.