RPG in a Box is a set of tools for easily creating 3D grid-based, voxel-style role-playing and adventure games.
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Release Date: Q3 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: Q3 2017

 

Recent updates View all (8)

May 21

Documentation, Tiny Dungeon Conversion, and More

Documentation for RPG in a Box
Over the past month I've been putting a lot of focus into a new and improved documentation site for RPG in a Box. The task of creating comprehensive documentation for every aspect of the tool is rather daunting, but I have set up a goal for myself of completing one page or section each day. I've started by setting up detailed pages for each of the available scripting functions to provide information on each function's usage along with specific examples, visual demos, etc. After I complete the few that are remaining, I plan to move onto editor guides for the Map Editor, Voxel Editor, etc.

You can access the new documentation site here: http://docs.rpginabox.com

The scripting reference that I have been working on can be accessed directly using this link: http://www.rpginabox.com/docs/doku.php?id=scripting_reference



Tiny Dungeon Conversion
Another exciting thing that I have been working on involves the Tiny Dungeon tileset by Oryx Design Lab (http://oryxdesignlab.com/). A while back I stumbled across this awesome sprite pack and I got the idea to convert the sprites into voxel models and use them for a demo game of some sort for RPG in a Box. The style is a great fit for the engine, and it's been a lot of fun converting the tiles, characters, and monsters into 3D! I've included some screenshots below showing a before & after of the original examples by Oryx using their sprite pack together with my maps using the converted voxel models.









Development Updates
In between the documentation efforts and the Tiny Dungeon project, I've managed to get some development done here and there as well. :) I added some new scripting functions for fading in and fading out, as demonstrated in the GIF below. These should be useful during cutscenes, for example when you want to make a visual change to the scene.



Another feature I added involves an improvement to the "Missing Dependencies" dialog that is shown when attempting to open a map containing resources that no longer exist. You now have the option of selecting replacement resources for any that are missing! This can be used as a workaround if you'd like to rename some tiles, for example, without permanently breaking any maps containing those tiles.



Lastly, another very minor change I implemented was to support interaction cursors for tiles. Previously, this feature would only work with objects. To demonstrate this in my Example Game, I created this simple "stairs" icon that I assigned to the dungeon entrance tiles.



Thanks so much for reading and for your interest in RPG in a Box! Let me know if you have any questions or would like to know more. :)

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April 11

Development Update as of 4/10/17

Character Portraits
One of the main features I have been focusing on recently is support for character portraits. In the initial implementation, you can choose between two different styles/positions for the portrait: side and top. The side position will show the portrait to the left of the dialogue (inside the box), and the top position will show the portrait on top of the dialogue box. Check out the examples below!



Below is another example of the top style but with smaller portrait images. Transparency is supported in the images to allow more flexibility with how they appear. Character portraits should add a lot to the game as they will help give more life to your characters. :)



In addition to defining portrait images for specific characters in the Voxel Editor, the Dialogue Editor now has a "Portrait" setting in the NPC and Player nodes. This will let you override the portrait for a particular bit of dialogue, as well as let you specify an image to use in cases of a custom speaker.



Health Bars and Combat
I've also recently started putting some focus into combat and related aspects after having been away from it for a while. There is nothing majorly new at this point, but I have started implementing some things to help set the groundwork for future combat improvements. Firstly, characters now have stats for health, attack, defense, and movement with defaults of 10, 5, 1, and 2, respectively. The attack and defense stats are used in a simple damage calculation during combat. To go along with the health stat, I added some health bars that are displayed above enemies.

https://youtu.be/GFsM5W8TXLo
The movement stat determines how many tiles a character can move per turn during combat. This value is set in the Properties panel of the Voxel Editor along with the other new stats of Health, Attack, and Defense. Allowing different movement ranges for your characters and enemies will be important for the default tactical type of combat.





Other News/Updates
Another smaller feature that I recently added is the "Favorites" functionality. From the Game Explorer, you can now mark certain resources (such as maps, tiles, scripts, etc.) as favorites for quick access. Once marked, they will show up under the Favorites tab located alongside the Game Explorer tab. They can be reordered and removed at any time.



And last but not least, I thought it would be cool to share a recent screenshot from Nékromegà, a game being developed by lectronice using RPG in a Box. It's been great seeing the game progress and evolve over time!



Thanks so much for reading and for the support! Check out https://zeromatrix.itch.io/rpginabox if you have a game concept in mind and are interested in trying out the latest version of RPG in a Box.

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About This Software

RPG in a Box is a set of tools for easily creating 3D grid-based, voxel-style role-playing and adventure games.

Early Access will arrive in Q3 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: 100 MB available space
    Minimum:
    • OS: MacOS X 10.6
    • Graphics: OpenGL 2.1+
    • Storage: 100 MB available space
    Minimum:
    • OS: Any Distribution
    • Graphics: OpenGL 2.1+
    • Storage: 100 MB available space
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