Godot Engine

Godot Engine

Vidokas Dec 26, 2024 @ 4:44am
hardest thing in making turn based rpg / strategy
whats would be the hardest thing in making turn based games in godot engine and overall?
example: heroes of might and magic 3, battle brothers, darkest dungeon.
i'm not talking about scale of the game.
I'm talking about for example combat demo or just barebones of that games.

i guess I could add slay the spire 2. because its gonna be made in godot engine
Last edited by Vidokas; Dec 26, 2024 @ 4:47am
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jagholin Dec 26, 2024 @ 5:12am 
The question here is what is hardest for you? Because it depends mostly on what skills and experience you or your team members have.

That said, godot is a general purpose engine, so it's kind of like "jack of all trades master of none". It can do common tasks like rendering a scene or syncing data over the network, but everything game specific you will have to make yourself(or use premade assets)
Vidokas Dec 26, 2024 @ 11:14am 
From programming perspective, not game design perspective
I never used GODOT. only game maker studio for couple hundred of hours.
i'm not familiar with godot strengh and weaknesses
I'm not planning to make my first game big as those games its just theorhetical question, because If I made big game someday it would be something in that direction.

AI to make turns logical turns?
Its not 3D, no physics, not much fabulous particles.
Last edited by Vidokas; Dec 26, 2024 @ 11:15am
umop-apisdn Dec 26, 2024 @ 12:36pm 
I see several issues with this query... starting with "what is 'hard' in this context?"

Does it mean "difficult"? If so, difficult for who or what? The programmer? The artist? The animator? The CPU? The GPU?

Originally posted by Vidokas:
i'm not talking about scale of the game.
Actually, the scope and/or scale of the project might just be the "hardest" thing about making anything. What I mean is, "scope creep" (adding a little bit more and a little bit more and a little bit more over time) has destroyed more games than I can count - before they ever launched.

Speaking only for myself... the hardest thing about game development is always "getting started", with "finishing" being a close second. I have idea after idea, and sometimes I even write them down... but then it comes to the "make it go" portion of the exercise, and I'd rather be doing almost anything else. Once I finally do start working on a project, it's then difficult to stop; there's always "just one more thing" to add, or tweak, or fix...

Getting back to your question... Actually, you might be asking the wrong question. If you want to make a turn-based game, you should probably start with "what is a turn?" and describe what it is and how it works. This will give you your first "mechanic".
Flesh it out from there.
Is there movement? How does movement work?
Is there combat? How does that work?
What is a "move", what is an "attack"?
Is there a hit chance, and if so then what does that mean in game terms?
If characters are not instantly destroyed when attacked, how many "hits" can they take? Does it vary? If so, how does it get changed? Character class? Equipment? Actions? How do those work?

... It's honestly an entire warren of rabbit holes, and that's before you even start working on code or assets.

I guess what I'm saying is: the hardest part about game design might be... well... designing the game. That is, turning the abstract plan into your head into something concrete, breaking down the concepts into pieces small enough so you can actually make or do them. Even once you have a good plan, the making, doing, and/or finding of all the things is its own challenge. Not just game mechanics, but art, animation, sound, music... it can get overwhelming.

All of that being said, if you've used Gamemaker Studio "for couple hundred of hours", then you've got a good start. Godot is "one level deeper", so to speak; instead of telling the engine "move this guy here", you have to tell the engine how to "move this guy here". It's a bit more complex, but that comes with the bonus of being able to make it do exactly what you want, exactly how you want... you just have to figure out what that is, and then how to make it happen.

For the "make it happen" bit, start here.[docs.godotengine.org]
Last edited by umop-apisdn; Dec 26, 2024 @ 2:06pm
jagholin Dec 26, 2024 @ 3:21pm 
You can also consider to create a mod for an existing game instead. From the games you mentioned, I know that Slay the Spire has steam workshop support and it's fairly easy to make a mod for it (it's written in Java and is not even obfuscated). Advantage here is that you don't need to reinvent a wheel and can just reuse game mechanics and assets. It's way easier to make a successful mod than a successful game.

Of course if you want to make something completely new, or not be subject to other restrictions, this approach is not going to work,
allen the dumpster Dec 30, 2024 @ 4:55pm 
balancing probably. with turn-based games you have to fine tune enemies/items/skills/etc. while still having fun mechanics that play nicely with everything else.

with strategy games the difficulty of balancing multiplies tenfold since you're always at risk of a game regressing into a slow-roll steamroll for the players who got the upper hand early on, and vice versa.
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