RPG in a Box is a tool for easily creating 3D grid-based, voxel-style RPGs and adventure games.
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Release Date: Q4 2017

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Early Access Software

Get involved with this software as it develops.

Note: This Early Access software is not complete and may or may not change further. If you are not excited to use this software in its current state, then you should wait to see if it progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“I believe that RPG in a Box is a perfect fit for the Early Access model as it will provide a great opportunity to gather ideas and suggestions. I'd like to involve the community early in the development process and get feedback to help guide the software in the right direction.”

Approximately how long will this software be in Early Access?

“Although I expect the software to remain in Early Access at least partway into 2018, the duration will mostly be dependent upon how long it takes to implement and polish all of the core features.”

How is the full version planned to differ from the Early Access version?

“In the full version, you will be able to create a complete RPG or adventure game with dialogue, interaction, items, stats, turn-based combat, and many customization options.”

What is the current state of the Early Access version?

“While there are many features yet to be added, a basic playable game can be created and exported to Windows, Linux, and MacOS. The Map Editor allows you to build maps from tiles, objects, and characters created in the Voxel Editor (which supports frame-based animations). Some interactivity can be added to your game using scripts and dialogue created within visual, node-based editors.”

Will this software be priced differently during and after Early Access?

“The cost of RPG in a Box will gradually increase as major new features are added.”

How are you planning on involving the Community in your development process?

“Since certain aspects of the software are open-ended at this time, I'd like to engage with the community to get ideas for features and functionality on which to focus. This will be beneficial in both the shaping of the software and in bringing the community's game concepts to realization.”
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Available: Q4 2017

 

Recent updates View all (10)

August 6

Development Update as of 8/5/17

It's so hard to believe it's already been a month since my last development update! It's been a pretty hectic month, but I've managed to make some good progress. I also have a bit of time off from my day job coming up and I'm planning to make excellent use of that time.

Before I get into my various updates, I wanted to quickly share this awesome prototype of a cyberpunk adventure that lectronice created with RPG in a Box - very cool looking! I think it's another great example of the many unique styles that can be made with the engine. I'd recommend giving him a follow on Twitter as he has some other great RPG in a Box game projects as well. I always love seeing what the community is making, so feel free to send me screenshots or videos of your game project at any time, even if it's a small level like this!



Dungeon in my Pocket
As you've probably seen from some of my previous updates and social media posts, I have been gradually translating the Tiny Dungeon sprites (by Oryx Design Lab) into voxel models as a both a fun side project and to use for a demo of the experimental roguelike mode I'm working on. I finally finished creating all of the models and released the first build of a demo game called Dungeon in my Pocket, which uses these models! Click here or on the image below to download it for free from itch.io. The game is available for Windows, Linux, and Mac. Currently, there's not much you can do besides walk around one level to kill some helpless monsters and open doors, but stay tuned as I will be adding more to it over time as I build out the roguelike functionality.



Documentation
I've continued to gradually build up the documentation wiki a little bit each day, and it's starting to feel not quite so overwhelming anymore now that I have so much completed at this point! There's still more to go, but it will be great once I am caught up and only need to worry about adding/updating as needed with each release (for example to document brand new features).

I also took the time this past month to add a couple of tutorials - you can click here or on the image below to check them out. I've included most of the main wiki pages on the left sidebar of the site, but the Search box at the top is useful if you are looking for specific information since many of the pages are only linked from others. If there is any topic or feature that I don't have documentation for yet (either a reference page or tutorial) and that you'd find useful to have, please let me know and I will see what I can do. :)



New Features
And now for the new features - mostly smaller ones, but some things that should prove useful! Firstly, I added a new scripting function, Add Tile, that lets you dynamically add a new tile into the scene at a particular XYZ coordinate at game time (assuming that one does not already exist at that location), similar to the way you would add one from the Map Editor. The function lets you specify an entity ID for the new tile so you can then reference the tile later in the script, for example to modify navigation to/from it.



While on the subject of scripting functions, I also added two related to the player's health, Damage Entity and Heal Entity. These can be used, as their names imply, to either damage or heal an entity by a given amount. These are useful for things like hazardous tiles and health potions. Damage/healing numbers will now also show above characters to indicate the amount of damage/healing done.



The Properties dialog for tiles and objects now has a button that allows you save the entity's quick script to a script resource file. This is useful for cases where you initially wrote a quick script for an entity, and then later would like to make it a standalone script that can be reused for other similar entities.



Another feature added to the Properties dialog is the "On Close Script" option for objects that are marked as an item container. This lets you specify a script that will be triggered whenever the container window for that object is closed by the player (or they walk away from the object). For example, the "On Close Script" for the treasure chest below triggers the "close" animation for itself.

Also, as seen in the GIF below on the right, any visual nodes in the Script Editor containing a coordinate parameter now have a "Paste" button that will let you easily paste a coordinate that has been copied from the Map Editor.



Lastly, you now have the options of renaming most resources from the Game Explorer's right-click context menu. This same menu was also added to the resource selection panel on the right for convenient access. If you rename a tile, object, or character that is used in any existing maps, the application will automatically update those maps to reflect the file name change.



Well, this turned out a bit longer than I had expected, but hopefully you have enjoyed reading about the progress of RPG in a Box and what I've been up to! Being the sole person on this project, it can sometimes be a bit daunting having to cover every aspect from marketing to development, but RPG in a Box is my passion and it is totally worth it. Also, know that every message, comment, tweet, every bit of feedback or encouragement, means a lot to me! Thank you so much for the support. :)
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July 2

Development Update as of 7/1/17

First of all, apologies for the delay in getting this latest update out there! A lot of my focus lately has been around documentation, bug fixes, and other behind the scenes improvements, but there are a few small features here and there that have been added since my last development update.

Damage, Healing, and Usable Items
Since I'd like to start building out the combat systems more in the near future, I thought it would make sense to go ahead and implement some of the functionality around damage and healing. One feature related to damage that I added is the handling of the player being defeated. In combat, if the player's health reaches zero, their "death" animation will play (if defined for that character model) and a "Game Over" screen will display informing the player to press SPACE to restart the game.



To complement this, the Item Editor now has an option that lets you define an item as "usable". If an item has been defined as such, you can also specify the number of uses permitted as well as a script to trigger whenever the player uses the item by right-clicking it.



There are also two new scripting functions, "Damage Entity" and "Heal Entity". Currently these only work for the player character, but they can be used to either damage the player or heal the player via scripting. This will allow you to create items such as healing potions that will heal the player, or tiles that damage the player as they walk over them. Damage/healing numbers will display to indicate the values as they are added/subtracted from the player's health.



Tiny Dungeon Progress
I've also continued working my way through converting the Tiny Dungeon sprites into voxel models. There are a lot of sprites, but I've devoted around 10-15 minutes each day to completing the task! At this point, I only have a handful of the item sprites remaining. I've also been experimenting a bit with a roguelike mode using the Tiny Dungeon models that I think may work out pretty well! There's still a lot of work before it becomes a viable game mode, but I'll be chipping away at it in between other development.


As you can see below, the cast of Tiny Dungeon characters is growing!



Other Updates
Every once in a while, I like to play around with ideas that pop into my head as a break from development, and this time I thought it would be cool to create a Crossy Road style prototype within RPG in a Box. What's shown below is mostly scripted (the cars are triggered to move across as the player steps onto certain tiles), however this was all done using functionality currently available in RPG in a Box. With a few more features (for example, randomizing and looping), it could probably get pretty close to the gameplay of Crossy Road!

Crossy Road was one of the influences that led me to the voxel style of RPG in a Box, so it was really cool seeing how easy it was to throw something like this together.



As I mentioned in my previous post, I've also been working on the new documentation site for RPG in a Box. I finally made it through all of the scripting reference pages and have moved onto the various other pages. I am striving to make the documentation as comprehensive as possible and including explanations for any concepts and features that I think would be helpful to the community.



One final note regarding the Steam Early Access release date: I originally indicated the window as being Q3 of 2017, but at this point it's looking like I may end up pushing the estimate back to Q4 of 2017 due to certain dependencies and general time constraints. I'd like some of the major features such as combat to be more complete and polished before releasing it on Steam, and I will also be taking this time to upgrade RPG in a Box to Godot 3.0. As a reminder, Founder's Access is available on Itch.io and includes a Steam key that will be distributed once it goes live on Steam. Once the remaining Founder's Access keys are gone I will still continue selling it on Itch.io as early access.

Founder's Access: https://zeromatrix.itch.io/rpginabox

Thanks so much for reading! I truly appreciate everyone's support as I pursue this dream of mine. Every bit of feedback means a lot to me, and I look forward to building a community around RPG in a Box. :)
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About This Software

RPG in a Box is a tool for easily creating 3D grid-based, voxel-style RPGs and adventure games.

Early Access will arrive in Q4 of 2017!

In the meantime, check out the official website for more information or search for RPG in a Box (Example Game) on Itch.io for a demo of what can be created with the software!

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows 7
    • Graphics: OpenGL 2.1+
    • Storage: 200 MB available space
    Minimum:
    • OS: MacOS X 10.6
    • Graphics: OpenGL 2.1+
    • Storage: 200 MB available space
    Minimum:
    • OS: Any Distribution
    • Graphics: OpenGL 2.1+
    • Storage: 200 MB available space

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