RPG in a Box - Ol' Smaug
  • Fixed issue where using the "Set Entity Model" function to change the player character's model would fill the console with errors
  • Fixed a few issues related to some unfinished logic for characters spanning multiple tiles (will revisit/finish up this functionality later on)
  • Fixed issue where an error relating to "bg_color" would display in the console in certain cases when showing the Main Menu in-game
  • Fixed issue where tactical combat would get stuck in some cases after an enemy would attack the player
  • Fixed issue where the player movement area indicators would not show for certain tiles during tactical combat
  • Fixed issue with the player movement area not calculating properly for character movement ranges greater than 2
  • Added experimental "two-dimensional" setting for characters in the Voxel Editor (to use for models that are meant to behave as 2D sprites, for now this just prevents characters from auto-rotating when interacting with another entity)
  • Various French localization updates for editor interface (thanks CdriX!)
RPG in a Box - Ol' Smaug
Hello again, everyone! Now that the demo version is up and running on Steam, I've updated it to the newest build as it was a bit behind the version on Itch.io. Check out the release notes below for what's new!

Release Notes for v0.5.2
  • Fixed issue with translation IDs not evaluating properly within the "Display Message" scripting function (e.g. display_message("%ID1%"))
  • Fixed issue where editor settings for "recent games list" and "last changelog viewed" would initially result in console errors on first-time installations
  • Fixed issue with enemy details components not being properly updated after deleting an enemy from a battle in the Combat Editor
  • Fixed issue where deleting enemies from a battle in the Combat Editor would not actually remove them from the underlying combat data
  • Fixed issue where health bars were improperly showing for enemies outside the camera's field of view while in first-person combat

Release Notes for v0.5.1
  • Added initial minimap functionality with a game configuration setting to enable/disable (press "M" to show in-game, NPCs are shown as cyan dots and real-time enemies are red dots)
  • Added "Show Player Health" game configuration setting for showing the player's health bar outside of combat
  • Added logic to handle player's death when outside of combat (for now, a message is displayed then the game is either restarted from the beginning or the Main Menu is displayed if enabled)
  • Added "restart" command to debug console for restarting a game from the beginning
  • Added damage sound effects for when the player is damaged via the "Damage Entity" scripting function
  • Added support for directional override animations for "attack" ("attack_north", "attack_west", etc.) that will be used if defined
  • Added check to prevent tiles, objects, and characters from being renamed while any maps using that resource are currently opened
  • Added Steam rich presence logic for Main Menu Editor and Credits Editor
  • Fixed issue with not being able to change initial value of Boolean properties in the Game Configuration dialog (left-clicking will now toggle between true and false)
RPG in a Box - Ol' Smaug


Hi everyone! I'm happy to announce that the demo version of RPG in a Box is now available on Steam! If you'd like to give the software a try, click the "Download Demo" button on the right-hand side of the store page. For the moment, Windows and MacOS are the only supported platforms until I can get some issues worked out with the Linux builds (hopefully in the near future). I truly appreciate everyone's patience and support so far! <3



Please keep in mind that RPG in a Box is still early in development and many features are incomplete or yet to be implemented. I'll be using the Early Access period to implement and build out the remaining core RPG features like combat, leveling, quests, currency/merchants, etc. and to polish/expand existing features. In addition to these, I have many other exciting ideas in mind for the engine! For anyone interested, you can track my development progress in real-time on my Trello board and see what all is planned for the future of RPG in a Box.

Trello Board: https://trello.com/b/DOouCUhR

I've also included a link below to the official RPG in a Box Discord server. It's currently the best way to get in touch to ask questions, report bugs, suggest features, etc. It's also a great place for sharing screenshots and general discussion about your games. I always love getting to see what the community is creating!

Discord Server: https://discord.gg/zXqqqPj

Have fun creating! I look forward to growing the community and hopefully bringing everyone's game ideas to life! :)

https://store.steampowered.com/app/498310/RPG_in_a_Box/
RPG in a Box - Ol' Smaug
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! :)
RPG in a Box - Ol' Smaug
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! :)
RPG in a Box - Ol' Smaug
Hello again! I hope everyone is having a great day. Over the past month or so, I've been putting a lot of time into the game logic side of things, in particular the implementation of scripting function logic. I'm currently up to 31 of 73 functions completed, so almost halfway there! The debug console has been really convenient for testing each function as I work through them. Continue reading for a look at a few of these in action, as well as updates on the Map Editor.

Scripting Logic
At this point I still need to implement a lot of the gameplay logic to allow the characters to move around and interact with the map, but in the meantime I've been implementing the scripting logic for functions that aren't reliant on this. I've included a few examples below!

Fade In/Out: Can be used to transition between segments of a cutscene or as a way to hide visual modifications to the scene (e.g. removing a character or object).



Add Tile: Adds a tile at the specified coordinate within the map. You can assign it an entity ID and then use "Modify Navigation" to configure navigation paths. As seen in the GIF below, I've also added commands ("nav on" and "nav off") to enable/disable the display of navigation paths for debugging purposes!



Set Animation Speed: Changes the speed of an animation (in frames per second) for the specified entity. You can use this in conjunction with "Set Movement Speed" to speed up or slow down a character's movement.



Map Editor
Since my last update, I've also been migrating some existing functionality over to the new Map Editor for v0.5 and adding small new features here and there as I go.

Grouping and related features are now completely implemented in v0.5. By adding tiles and objects to a group, you can hide/show them in the editor, or use them for scripting in your game, for example with the "Play Group Animation" or "Hide Group" functions.



A feature that will be new to v0.5 is the Fill tool. This will allow you to easily replace tiles of one type with another. The "contiguous" checkbox can be toggled to determine which tiles are affected.



Although it's a bit uninteresting compared to other things, I think providing an Undo/Redo system is important, so I've been making sure actions can be undone when possible, for example placement of tiles as shown below!



Another small new feature is the "Override Existing" checkbox available when placing tiles into a map. Previously, tiles would always be overridden, but this option will give more control when creating the map.



Other Updates
I updated the collage image to include a few more screenshots of RPG in a Box projects created by the community and myself. It's exciting to see this grow, and I really look forward to seeing what else the community creates in the future!



Over the past week or so I've been mostly focused on some important script parser rework, which will hopefully result in a more optimized and flexible parser. Just so everyone is aware, next week I'll be taking a short break to get some much needed rest, but I'll be jumping right back in the following week! At that point, that plan is to finish up the script parser work and resume implementation of gameplay logic into the engine. I'll also be posting another update at that time with some additional media that I cut from this post to keep it to a reasonable length.

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! :rbiggrin:
RPG in a Box - Ol' Smaug
Hi again, everyone! This update is a bit later than I anticipated, but I've made great progress in the second half of June. Continue reading below for some highlights of what I've been working on!

Dialogue Editor
I'm excited to say that I've been working on a brand new and improved Dialogue Editor design for v0.5! The overall usage will be similar, but I think the new design will be better suited for writing dialogue. The nodes will be stacked in a vertical flow and can be collapsed, for example to only show a specific route in the dialogue that you're focused on. More to come on this in later updates!



Console Logging
The scripting language in v0.5 will now include a function to print information to the debug console as desired. This function can be used to check the value of a property while the game is running, for example, or inserted into a script to troubleshoot a scenario that isn't working properly.



Game Localization
Another set of features I've been working on recently relates to game localization. Firstly, I added the ability to import a translations spreadsheet via a CSV file, similar to the current version. In addition to importing, you'll now also be able to edit your translation data or add to it from with the Game Configuration dialog.



I also just finished up implementing the option to localize your game's item data. This will be a new feature to v0.5! When localization is enabled, you'll be able to switch between your game's configured locales and populate the item names and descriptions directly within the Item Editor.



Other Updates
The "Cursors" section of the Game Configuration dialog for overriding built-in cursor images and setting up custom cursors is now migrated over to v0.5. This functionality will be mostly identical to the current version, but it's nice to have one more feature out of the way!



Lastly, I wanted to share a screenshot from "The Dungeon of Astryon", a game currently being created with RPG in a Box by community member Jiminus. The dungeon looks like it will be a lot of fun to explore, and I'm looking forward to seeing his game progress!



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! :)
RPG in a Box - Ol' Smaug
Hello everyone! I decided to go ahead and post an update mid-June since I've collected enough interesting GIFs and screenshots so far. :) I'm still pushing forward on migrating everything over to Godot 3.0 (with the occasional new feature) for the v0.5 release planned for sometime later this year.

Map Editor and Voxel Editor
One new feature for the Map Editor that should be quite useful is a "Fill" tool for replacing existing tiles with a different type. This will include a "contiguous" option for limiting which tiles are affected.



The "Randomize Rotation" option is now implemented in the new Map Editor as shown below. This isn't a new feature entirely, but it will work along with the new "box" mode (making it easier to get a satisfactory pattern when placing a large area of ground tiles, for example).



The new Voxel Editor now displays a "ground" surface underneath the model by default. This is to help preview light source settings and generally give a better sense of space. The ground can be toggled on and off as desired. The bioprinter model is from lectronice's Phalanstery, a game being developed with RPG in a Box.



Other Updates
I've also been making some improvements to the Script Editor. The most notable is the ability to manually edit a script's source code. Once changes are applied, the visual graph will be automatically updated. Also, support for "while" loops was added to both the currently available version (v0.4.9.18) and v0.5.



I may have briefly mentioned this before, but I will be in v0.5 as your guide if you ever need any help! Simply drag and drop my icon from the top right corner onto a component to open its related documentation if available. Of course, always feel free to contact the real me as well!



This week I've also started building out the new Dialogue Editor - more to come on that in my next update! As with the other editors, I'll be making some improvements as I work through the effort, in particular similar usability improvements that were made to the Script Editor since they share a lot of functionality.

Desert Demo Game
I finally took a bit of time here and there recently to finish up the little desert racing game I was working on (which will be included in the Demo Game Hub soon)! Some of the base assets were originally created for a Getting Started tutorial, but I thought it would be cool to expand it into a small example game where you could race other NPC cars. More on this in my next update, as well! (Click the image below for a larger version.)



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 so much again! :)
RPG in a Box - Ol' Smaug
Development Updates
Hi again! I hope everyone has had a great month. I've mostly been focusing on editor-related tasks, in particular for the Theme Editor, Main Menu Editor, and Credits Editor. At this point I now have a lot of their primary functionality implemented now for v0.5, so it will be nice to move back onto some more interesting features!

As mentioned in last month's update, the new Theme Editor will include support for multiple themes, for example to allow a unique theme for each character, game area, chapter, etc. The video below gives a brief overview of the Theme Editor and shows some of the new settings that are available!

https://youtu.be/Ykkae4OEas0
The updated Credits Editor also includes some new settings to allow better customization of your game's credits roll, as well as a feature to preview the credits as they will appear in-game.



This past week I also finished up the base implementation of the new Main Menu Editor. There's still some minor work yet to be completed on this editor, but it's mostly ready to go!



To help prepare for the upcoming effort of getting the game engine re-implemented for v0.5, I started creating an improved debug console for testing scripts and such. As with the current version, this will be an option in your game configuration that can be enabled to help debug or test scenarios for your game. The console should be more user friendly and will include a log and command history.



Lastly, the Asset Library was migrated over completely, including both the models and music sections. It's one step closer to the v0.5 release, which I am very eager to share with everyone!



Other News
I finally took the time recently to add some detailed information and graphics to my Steam store page for anyone wanting to learn more about what RPG in a Box is. You can view the store page here. Wishlists and follows are always very much appreciated! :)

https://store.steampowered.com/app/498310



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.

As always, thank you so much for reading and for your continued support!
RPG in a Box - Ol' Smaug
Hi again, everyone! Over the past month I've continued focusing on the migration of functionality over for the big v0.5 release. I probably have at least a few more months of effort remaining to get everything ported and ready, but I feel like I've finally started to see the light at the end of the tunnel! :)

Before I cover the development updates, I wanted to share this new collage I put together containing various games, demos, and example maps that have been created with RPG in a Box. It's exciting to see the diversity of what can be made and I look forward to seeing what else the community creates!



Editor Updates
Although I took a bit of a break from the Map Editor to focus on other areas, I was able to finish up some improvements to the navigation system, specifically a simpler method for adding, modifying, and removing paths. This should make the process of tweaking your map's navigation and interaction paths much less tedious!



Regarding the other areas, the Item Editor has now been completely implemented for v0.5! There won't be any new major functionality relating to items in v0.5, but the interface has been cleaned up some and I added a search box to search names and descriptions by keyword, a button to duplicate an item, a button to reload the item database from disk, and a large image preview in the overview section.



The Sound FX Generator is also ready to go for v0.5! I decided to go ahead and knock this out since it's mostly a standalone feature and straightforward to put in. It's nice seeing everything like this using Godot's awesome new UI theme.



Lastly, I've been working on getting the new Theme Editor ported over. I still have a bit to finish up with this editor, but I'm excited to say that the new version will support multiple themes! Also, within each theme you can have multiple dialogue styles. This will eventually allow you to specify different dialogue styles for each character or even change the overall interface as your game progresses.



Other Updates
On different note, I took a bit of time and added a small new feature to the current version that could potentially allow for some interesting new gameplay options! You can now specify animations for each cardinal direction (for example, "walk_north", "walk_east", etc.) that will be triggered if available. If provided, the game won't rotate the character model to face the direction they are moving as it usually does. By combining this with the top-down camera and "sideways" tiles, you can somewhat create a 2.5D side-scrolling map.

See below for this new functionality in action! The assets were created by my wife for a game she's currently making in RPG in a Box. This feature is still experimental at this point, but with some additional time and effort it may potentially turn into something cool.





If you haven't already, I'd recommend checking out the Trello board for RPG in a Box to follow my progress in real-time! I recently updated the board with a bunch of cards (in the "New Features/Changes (0.5)" list) with information on new features and changes that are completed and will be included in v0.5. Many of them even have GIFs or screenshots if you open up the card!



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. You can also wishlist and/or follow RPG in a Box on Steam by visiting its Steam store page here.

Once again, thank you for reading and for your continued support! :)
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