RPG in a Box lets you easily create 3D grid-based, voxel-style RPGs and adventure games!
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2019
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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 through the majority of 2020, 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, quests, 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: 2019

 

Recent updates View all (31)

September 20

Development Update as of 9/20/18

Development Updates
Hello everyone! I just wanted to quickly cover a few of the many things I've been working on over the past month as I continue to build out the new game engine and polish the editors for v0.5.

NPC behavior was implemented in-game to handle the existing settings migrated over from v0.4. This is to allow movement behavior for your characters, which defines how they will move around the scene and interact with obstacles. It's nice seeing some life in the test dungeon!



By combining a set movement area for a character and an appropriate obstacle reaction (in this case, "turn right"), you can create simple patrol routes for NPCs!



In v0.5, I'd like for the engine to support characters that occupy multiple tiles, so I've started adding some basic functionality to allow for this. In the example below, the mother slime and its children are a 32x32 character in a map using 16x16 tiles, therefore it requires a space of 2x2 tiles when moving around.



I also added a basic pause menu similar to the existing one in v0.4, with some slight tweaks to the appearance. The menu can now be navigated via keyboard or gamepad controls as well! Going forward, I'd like to make the control type options more flexible to allow for more varied types of gameplay.



To help with performance in the Map Editor and in-game, I made some improvements to the mesh generation so the resulting meshes that are created when saving your models are more optimized.



I'm really excited about v0.5 since it will bring a lot of usability improvements and new features! There's still a long journey ahead after its release, but it will be a nice step forward. :)

Demo Game Hub
In regards to the Demo Game Hub for RPG in a Box, I finally took the time to update it with my desert racing minigame! As with the other demo games, you can access it from the main hub area by talking to the corresponding NPC. I've also made the project source files available for anyone interested in checking out the games to see how any of the logic is handled. Feel free to use any of the included resources or gameplay in your own RPG in a Box games!

You can download the Demo Game Hub and project source files on Itch.io here: https://zeromatrix.itch.io/rpginabox-examplegame





Thank you so much for reading and for your continued support! Don't forget to check out the Trello board for RPG in a Box to follow my development progress in real-time!

If you'd like to find out more about RPG in a Box or try out the free demo version, check out my Itch.io page here. Thanks again! :)
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August 18

Development Update as of 8/17/18

Hello again, everyone! I'm happy to say I've returned from my vacation feeling refreshed and very motivated to continue working on RPG in a Box! This past week I focused on getting the new script parser implementation mostly finished up, but (as I mentioned prior to my break) I still have some leftover updates to share from before.

Item Stacking
I'd like for v0.5 to support item stacking in the player's inventory and item containers, so I started adding some initial functionality in preparation for this. In its current state, you can specify if an item is stackable (and its stack limit) from the Item Editor.



Game Scripting
I've also continued to implement and test various scripting functions into the new game engine for v0.5. The GIF below shows a script being triggered to test the "while" loop, "Give Item", and "Wait" functions by giving an item to the player every half second.



As another example, the GIF below shows the "Set Group Light Color" function being tested by changing the color of the torches's light sources. This makes use of the grouping functionality available in the Map Editor to group multiple entities together.



Other Updates
In the Map Editor, I made a small update so that objects and navigation paths will now automatically adjust up/down when a tile is replaced with another of differing height.



Also, the scripting language and visual editor was updated to support local variables! This should make it easier to store and manipulate values that are only needed within the scope of a script.



Lastly, I went through and added helpful error messages that will display in the new debug console. For example, if you attempt to use the "Add Tile" function but specify an invalid tile name, an error message will display to indicate this.



Thank you so much for reading and for your continued support! Over the coming several months I plan to put a lot of focus on the game engine/gameplay side of things. I'll also be polishing the editors and implementing any remaining functionality still needed for the v0.5 release. Don't forget to check out the Trello board for RPG in a Box to follow my development progress in real-time!

If you'd like to find out more about RPG in a Box or try out the free demo version, check out my Itch.io page here. Thanks again! :)
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About This Software



RPG in a Box lets you easily create 3D grid-based, voxel-style RPGs and adventure games! As its name suggests, it will contain every tool necessary for turning your ideas into games, all packaged together "in a box". The software is designed with a beginner-friendly approach as to not require any programming or modelling knowledge while still providing a wide range of customization and openness.

Voxel Editor

Build tiles, objects, and characters from 3D pixel blocks (i.e. voxels) and easily animate them with the editor's frame-based/stop-motion animation system. Importing from MagicaVoxel (.vox) or PNG sprites is also supported.

Map Editor

Create grid-based worlds with the tiles you've built, then bring them to life by adding interactive NPCs and objects using the editor's intuitive navigation and interaction system.

Scripting

Set up and trigger in-game events with the visual, node-based script editor. Simply drag and drop the desired actions (no programming knowledge required), or manually code "quick scripts" using the custom, Lua-like scripting language.

Dialogue

Write conversations for your NPCs using a visual, flowchart approach similar to that of the script editor. Branching dialogue is supported via player choices and condition checking.

Camera System

Choose from three available camera types for your game: standard, first-person, and top-down. Stage dynamic cutscenes using the engine’s flexible camera scripting system.

UI Customization

Design one or more dialogue box themes and customize the appearance of many other interface elements such as the inventory, main menu, and credits roll.

Basic Items

Define basic items for the player to find in containers or earn through the completion of tasks. Attach scripts to trigger effects for potions and other consumable items.

Sound FX Generator

Generate fun, retro-style sound effects using the built-in tool based on Dr. Petter’s SFXR.

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows 7
    • Graphics: OpenGL 3.3+
    • Storage: 300 MB available space
    Minimum:
    • OS: MacOS X 10.6
    • Graphics: OpenGL 3.3+
    • Storage: 300 MB available space
    Minimum:
    • OS: Any Distribution
    • Graphics: OpenGL 3.3+
    • Storage: 300 MB available space

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