Hello, everybody, this is my first guide (oh, the cringe…) and this is just a guide to the essentials needed for an RPG…as well as some opinions of mine on how to do it.
(NOTE: I will update this weekly, adding more parts to the guide if needed.)
(ANOTHER NOTE: This is meant to be for people who have completed the tutorial for GKC, so please please please if you are new complete the tutorial for GKC.
Why make a guide for RPG's?
I’ve seen mini guides on things such as making shops and friendly AIs for RPGs, but never a guide for RPGs themselves, consider this a guide on all the essentials needed for making a working RPG or story game.
The Difference between an RPG and a story game
An RPG Roleplay Game is a game that has a main story, but how you get there and what you do is completely up to you, a story game is just that, you can’t do anything else but make the story progress.
No. 1: Terrain
Terrain is essential in an RPG/Story Game because you don’t want your character to just be floating around in a void, so here’s what to know for terrain.
- Layer your terrain: this is the NUMBER ONE complaint people have with Discovery Maps. If the terrain isn’t layered, it looks ugly. Layering terrain is very simple. Just use the layering option located here
As you can see in the example image from my RPG game that’s coming soon! the purple sand is on a higher level than the purple grass, so instead of the grass and sand merging together like this monstrosity you have something that feels much more creative.
- Make sure you pick terrain that actually looks right together, we wouldn’t really like to see something like space alongside purple grass. Choose colors that compliment each other so the many users with ADHD or OCD (and the ones who don’t) won’t have their brains screaming.
Welp, that’s it for terrain, really, if you want a more detailed guide, try this one: The Art of Terrain by SirWyWy
No. 2: gadget Choice
gadgets are essential in RPGs as in most RPGs you need a gadgets to conquer the bad guys. (Some story games don’t use this, however, so make sure you know before you read this as it might just be the biggest waste of time ever).
There are nine gadgetss currently available in GKC
- The Blaster
- The Evil Eye
- The P.M.L.
- The Pickaxe
- The Quantum Portal
- The Slingshot
- The Snowball Launcher
- The Wooden Wand
- The Zapper
Each gadget works differently, and to make things even more complicated (But helpful if you want more depth in your RPG) there are five different rarities per gadget, they are (in order from lest powerful to most powerful) Common, uncommon, rare, epic, and legendary. I know this is very obvious if you’re not new but I’m writing this so people who are new can understand this. Each gadget works differently, and the higher rarity the more damage and bigger magazine your gadget will have. I highly encourage you experiment with different gadgets via playtesting, as for RPGs you want your characters to use gadgets that are balanced rather than so overpowered winning the game is a breeze, but also not so underpowered that it’s a trip on the struggle bus just to win game one.
No. 3: NPCs
NPCs (Short for “Nonplayer Characters”) are AI’s/robots that either help or hinder you depending on what you want, I’ve seen a plethora of guides on how to make “Friendly NPCs” in game that involve things like barriers and a lot of things that take up memory in the long run, so here’s how to make friendly NPCs whilst saving memory.
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Create a zone right inside the spawn pad where your player first spawns
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Make a team switcher, and configure it so it will set the player to team 1 when activated
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Link the zone and team switcher via a wire and set it so it goes
Player enters zone ---> Switch player to configured team
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Now make sure your “Friendly” NPCs (Sentries) are set to be on team 1 and they won’t attack you (this has been tested and works). This will save memory as 1 team switcher, zone, and wire take up 317 memory, while a barrier takes up 20 memory each, so using barriers can add up pretty quickly.
To set up a shop, all you need to do is take your NPC buddy and place a button in front of them (you can hide the button from view if you want in the button’s “Appearance” settings). To add some extra flair you can add a prop like a market stand or a table between the player and the sentry.
Link the button to a popup and the popup to a few vending machines, hide the vending machines from view. And done! market vendor for your RPG!
No. 4: Turn-based combat
This was requested by a few people, so I thought I might as well talk about it.
Turn-based combat is used in most tabletop RPGs, the concept is very simple: You take a turn by using a gadget or rolling certain dice. Then the opponent takes a turn doing the same thing. BUT as simple as the concept is, making this in GKC is really hard, especially with Sentries rather than real players. For players, it’s possible to use item granters to give and take away gadgets whenever it is someone’s turn, but with sentries? I honestly don’t know, I’ve tried everything from making barriers to team switchers and nothing’s really worked out. If anyone has an idea let me know so I can add it in and clarify.
No. 5*MatPat Voice* LOOOORE!
Including lore in your RPG is another essential, as it would be weird if you have this nice, fleshed out dungeon style game but no story to who the character is and what they do. You can place lore inside “Files” that the player can find or through interactions with NPC’s it’s really up to you where and how you place you lore, just make sure it’s there for the player to access without having to pull up 50 different deciphering websites while playing, as fun as FNAF is finding Cassidy broke me
Hope you enjoy, and again, I’ll update this once a week to include more information. Make sure to rate this in the poll down below so I know what to do if I ever make another post!
-Hermes.
- 4/4 (I did amazing and need to do this exactly when making another guide
- 3/4 (It’s good for a first guide but needs minor fixings here and there)
- 2/4 (It’s a mediocre guide at best and need major fixings everywhere
- 1/4 (Oh dear Lord this guide is awful and I hope you never make one again.)
Ppl already are replying! Wow. Click here to see what will be added in future edits. (Blured text has already been taken care of)
1. Turn-based combat (requested by @wiredfanof_32plus37 and @Ben_to_the_10th)
2. Boss fights (Requested by @CustomCoaster)
3. Pixel-style art (requested by @wiredfanof_32plus37)