I guess it is time to start shopping around for a pc, well maybe not given the chip shortages :-P. A backup pc is a good idea to keep peace of mind when a pc breaks. A plan B / upgrade type of thing. Also backup your stuff on mega.nz, google drive and external hardrives. I have been through 6-10 pc's over the past ~2 decades; an ounce of prevention is worth a pound of cure.
I am currently undergoing a bunch of game mechanic experiments to see how much MMORPG and grand scale RPG type features I am able to work with given the restrictions and opportunities found with the Flare engine.
I hope to migrate and implement much if not most of my other experiences and 'game spirits' I have enjoyed from myself working on / tinkering with RPG projects and modules from other games such as Baldur's Gate, World of Warcraft Classic->Wrath of the Lich King, Diablo 2 and even Classic Everquest.
I have my own RPG series that is inspired from many games, films, books, history and many sources in general woven into a single deep multilayered realistic fantasy setting. I have a few RPGs from different game engines and projects that I have cancelled and or frozen to realign and focus myself on creating a new grand scale RPG built up from my own setting and medieval fantasy universe.
I wish to keep my personal sovereignty intact while simultaneously starting relatively small and make a game worth playing that is commercially viable and can be made with low input high output to really harness and enhance my creative power. I am seeking my own creative potential fulfillment built over decades; to share upon the world finally an RPG series where the players win first. There must be an RPG series to succeed the classic greats.
I am attracted to the creative power offered by Flare in itself using Tiled compatibility + simple text based ~INI files. This combination I found to be a very potent and efficient creatively expressive yet still remarkably productive workflow experience when building a dignified Role Playing Game. Many game engines do one or the other well but not both as well as Flare and still be commercially viable.
I realize that either-way it is much more fun than working alone in being with like-minded creative people working towards a common goal :-). Bit by bit, piece by piece until it is ready. Everything large is made of small pieces all put together one by one. Even the longest journey begins with the first step. Iterate, iterate, iterate. If one keeps improving year after year, month after month, week after week, day after day; never complacently stagnant with constituting one's own potential. Then all one has to do is add time and keep having the personal sovereignty to maintain one's own staying power; to earn the opportunity to work hard. Then one will succeed at anything.
You could try to make more tilesets (like a beach themed tileset) for flare with the same https://creativecommons.org/licenses/by/3.0/# liscence and publish it on opengameart for an idea? Or even icons or art assets that people could use. Everyone loves infrastructure; never enough art:-).
Do you have a video or something to interact with like a concept demo?
For I am wondering just what the Flare engine can do outside of the typical slaughterfest of most RPGs. Salughterfests in and of themselves can be great and there is nothing wrong with them inherently; yet there is always room to improve.
I wrote this ~'bible' wall of text towards Dorkster originally stemming from another issue; but I think it would be well suited here as well to start an open ended question:
"You mention OpenValley, it intrigues myself for I have an open question rattling around in the back of my mind. How to implement non-combat skill and meaningful character progression in an RPG? Is there a meaningful way to do more than the typical slaughterfest?
It seems from my own experience and a wider cross genre phenomena that a lot of RPGs are non-stop slaughterfests. Which is fine but it tends to lopside the player base to ~95% male vs. ~5% female players at the very top end. Even then most of the female players tend to be in support roles with only a super-minority being driven by the slaughterfest.
I know Flare is hardcoded with certain aspects and limitations and the original focus was '~Diablo 2 but opensource'. Although I wonder how the engine can accommodate more than just ~95% male players with only a slaughterfest to progress?
Other medieval fantasy / monster batting games / RPGs have other ways of progression other than slaughterfests like Harvest Moon / Rune Factory / Stardew Valley and Pokemon and Hearthstone / Magic the Gathering and Undertale and Runescape and Minecraft.
I am interest in just what options are found within the limitations of the Flare engine to enable skill based progression (Tradeskills or Runescape Skilling and Farming and Player Housing). Anything to just stop the flood of lost potential for only offering one divisive play objective to meaningfully progress.
Yet sometimes to is better to have one thing done extremely well than many things done poorly. Either way I would like to expand my understanding of just what is possible within the limitations and opportunities offered by the Flare RPG engine. Is there more documentation about Flare or will this foray into better understanding Flare's potential be within uncharted territory?"
You mention OpenValley, it intrigues myself for I have an open question rattling around in the back of my mind. How to implement non-combat skill and meaningful character progression in an RPG? Is there a meaningful way to do more than the typical slaughterfest?
It seems from my own experience and a wider cross genre phenomena that a lot of RPGs are non-stop slaughterfests. Which is fine but it tends to lopside the player base to ~95% male vs. ~5% female players at the very top end. Even then most of the female players tend to be in support roles with only a super-minority being driven by the slaughterfest.
I know Flare is hardcoded with certain aspects and limitations and the original focus was '~Diablo 2 but opensource'. Although I wonder how the engine can accommodate more than just ~95% male players with only a slaughterfest to progress?
Other medieval fantasy / monster batting games / RPGs have other ways of progression other than slaughterfests like Harvest Moon / Rune Factory / Stardew Valley and Pokemon and Hearthstone / Magic the Gathering and Undertale and Runescape and Minecraft.
I am interest in just what options are found within the limitations of the Flare engine to enable skill based progression (Tradeskills or Runescape Skilling and Farming and Player Housing). Anything to just stop the flood of lost potential for only offering one divisive play objective to meaningfully progress.
Yet sometimes to is better to have one thing done extremely well than many things done poorly. Either way I would like to expand my understanding of just what is possible within the limitations and opportunities offered by the Flare RPG engine. Is there more documentation about Flare or will this foray into better understanding Flare's potential be within uncharted territory?
Okay I'll have to work around the limitation of only 2 resource bars of health and mana; instead of 3 for the time being. Is the engine being added onto or is it more or less in a parking orbit where it is at? If the engine is being active developed forward is there a wish list of features in cue for implementation?
Also where are some good places to find extra Flare commpatible 64x32 isometric animated monsters and art assets that can be used in a commercially viable (no copyright woes) fashion? I found more of Clint Bellanger's assets with a creative commons 3.0 license: https://opengameart.org/users/clint-bellanger and he has many assets used / transformed from other people on the opengameart.org website. How many other websites offer such a wide array of creative commons 3.0 assets; or even commerical assets like within the Unity asset shop?
Also is there documentation of how Clint used blender to create his assets? His old asset source / master blender files are outdated and incompatible with current blender. I am unsure what version of blender he used back in the day to retro-port modern blender compatibility. I ask this for a lot of the old blog website links are dead unfortunately.
Also what is everyone else in the community up to for projects made with Flare? I had a hard time getting the isometric mapping to work properly due to lack of documentation and missing assets files / folders with tiled and flare. I still got it to work but I think after around 40-60 experiments with crashed and bugging maps I used a bug / seemingly unintentional format 'hack' (stacking ~duplicate 'object' layers) to make the tile layers stack beautifully and with great depth for my current maps. For my maps are slightly different with the .txt file format to the example maps; but they still work fine from a player perspective. The Tiled mapping tutorial is for a non-isometric map, with this lack of documentation in mind do people also make significant sized isometric games with Flare outside of the internal development team?
I have figured out how to make new maps and add new damage types, new attributes, level scaling enemies, item rarities, item types, more inventory space, new gui and armour and weapon / animation graphics.
I guess it is time to start shopping around for a pc, well maybe not given the chip shortages :-P. A backup pc is a good idea to keep peace of mind when a pc breaks. A plan B / upgrade type of thing. Also backup your stuff on mega.nz, google drive and external hardrives. I have been through 6-10 pc's over the past ~2 decades; an ounce of prevention is worth a pound of cure.
https://fxhome.com/product/hitfilm-express + https://obsproject.com/download + YouTube Upload. Every shot not taken is a shot missed. If you do something as best that you can to your own ability it will lead to new opportunities.
I am currently undergoing a bunch of game mechanic experiments to see how much MMORPG and grand scale RPG type features I am able to work with given the restrictions and opportunities found with the Flare engine.
I hope to migrate and implement much if not most of my other experiences and 'game spirits' I have enjoyed from myself working on / tinkering with RPG projects and modules from other games such as Baldur's Gate, World of Warcraft Classic->Wrath of the Lich King, Diablo 2 and even Classic Everquest.
I have my own RPG series that is inspired from many games, films, books, history and many sources in general woven into a single deep multilayered realistic fantasy setting. I have a few RPGs from different game engines and projects that I have cancelled and or frozen to realign and focus myself on creating a new grand scale RPG built up from my own setting and medieval fantasy universe.
I wish to keep my personal sovereignty intact while simultaneously starting relatively small and make a game worth playing that is commercially viable and can be made with low input high output to really harness and enhance my creative power. I am seeking my own creative potential fulfillment built over decades; to share upon the world finally an RPG series where the players win first. There must be an RPG series to succeed the classic greats.
I am attracted to the creative power offered by Flare in itself using Tiled compatibility + simple text based ~INI files. This combination I found to be a very potent and efficient creatively expressive yet still remarkably productive workflow experience when building a dignified Role Playing Game. Many game engines do one or the other well but not both as well as Flare and still be commercially viable.
I realize that either-way it is much more fun than working alone in being with like-minded creative people working towards a common goal :-). Bit by bit, piece by piece until it is ready. Everything large is made of small pieces all put together one by one. Even the longest journey begins with the first step. Iterate, iterate, iterate. If one keeps improving year after year, month after month, week after week, day after day; never complacently stagnant with constituting one's own potential. Then all one has to do is add time and keep having the personal sovereignty to maintain one's own staying power; to earn the opportunity to work hard. Then one will succeed at anything.
You could try to make more tilesets (like a beach themed tileset) for flare with the same https://creativecommons.org/licenses/by/3.0/# liscence and publish it on opengameart for an idea? Or even icons or art assets that people could use. Everyone loves infrastructure; never enough art:-).
Okay thank you.
Do you have a video or something to interact with like a concept demo?
For I am wondering just what the Flare engine can do outside of the typical slaughterfest of most RPGs. Salughterfests in and of themselves can be great and there is nothing wrong with them inherently; yet there is always room to improve.
I wrote this ~'bible' wall of text towards Dorkster originally stemming from another issue; but I think it would be well suited here as well to start an open ended question:
"You mention OpenValley, it intrigues myself for I have an open question rattling around in the back of my mind. How to implement non-combat skill and meaningful character progression in an RPG? Is there a meaningful way to do more than the typical slaughterfest?
It seems from my own experience and a wider cross genre phenomena that a lot of RPGs are non-stop slaughterfests. Which is fine but it tends to lopside the player base to ~95% male vs. ~5% female players at the very top end. Even then most of the female players tend to be in support roles with only a super-minority being driven by the slaughterfest.
I know Flare is hardcoded with certain aspects and limitations and the original focus was '~Diablo 2 but opensource'. Although I wonder how the engine can accommodate more than just ~95% male players with only a slaughterfest to progress?
Other medieval fantasy / monster batting games / RPGs have other ways of progression other than slaughterfests like Harvest Moon / Rune Factory / Stardew Valley and Pokemon and Hearthstone / Magic the Gathering and Undertale and Runescape and Minecraft.
I am interest in just what options are found within the limitations of the Flare engine to enable skill based progression (Tradeskills or Runescape Skilling and Farming and Player Housing). Anything to just stop the flood of lost potential for only offering one divisive play objective to meaningfully progress.
Yet sometimes to is better to have one thing done extremely well than many things done poorly. Either way I would like to expand my understanding of just what is possible within the limitations and opportunities offered by the Flare RPG engine. Is there more documentation about Flare or will this foray into better understanding Flare's potential be within uncharted territory?"
You mention OpenValley, it intrigues myself for I have an open question rattling around in the back of my mind. How to implement non-combat skill and meaningful character progression in an RPG? Is there a meaningful way to do more than the typical slaughterfest?
It seems from my own experience and a wider cross genre phenomena that a lot of RPGs are non-stop slaughterfests. Which is fine but it tends to lopside the player base to ~95% male vs. ~5% female players at the very top end. Even then most of the female players tend to be in support roles with only a super-minority being driven by the slaughterfest.
I know Flare is hardcoded with certain aspects and limitations and the original focus was '~Diablo 2 but opensource'. Although I wonder how the engine can accommodate more than just ~95% male players with only a slaughterfest to progress?
Other medieval fantasy / monster batting games / RPGs have other ways of progression other than slaughterfests like Harvest Moon / Rune Factory / Stardew Valley and Pokemon and Hearthstone / Magic the Gathering and Undertale and Runescape and Minecraft.
I am interest in just what options are found within the limitations of the Flare engine to enable skill based progression (Tradeskills or Runescape Skilling and Farming and Player Housing). Anything to just stop the flood of lost potential for only offering one divisive play objective to meaningfully progress.
Yet sometimes to is better to have one thing done extremely well than many things done poorly. Either way I would like to expand my understanding of just what is possible within the limitations and opportunities offered by the Flare RPG engine. Is there more documentation about Flare or will this foray into better understanding Flare's potential be within uncharted territory?
Okay I'll have to work around the limitation of only 2 resource bars of health and mana; instead of 3 for the time being. Is the engine being added onto or is it more or less in a parking orbit where it is at? If the engine is being active developed forward is there a wish list of features in cue for implementation?
Also where are some good places to find extra Flare commpatible 64x32 isometric animated monsters and art assets that can be used in a commercially viable (no copyright woes) fashion? I found more of Clint Bellanger's assets with a creative commons 3.0 license: https://opengameart.org/users/clint-bellanger and he has many assets used / transformed from other people on the opengameart.org website. How many other websites offer such a wide array of creative commons 3.0 assets; or even commerical assets like within the Unity asset shop?
Also is there documentation of how Clint used blender to create his assets? His old asset source / master blender files are outdated and incompatible with current blender. I am unsure what version of blender he used back in the day to retro-port modern blender compatibility. I ask this for a lot of the old blog website links are dead unfortunately.
Also what is everyone else in the community up to for projects made with Flare? I had a hard time getting the isometric mapping to work properly due to lack of documentation and missing assets files / folders with tiled and flare. I still got it to work but I think after around 40-60 experiments with crashed and bugging maps I used a bug / seemingly unintentional format 'hack' (stacking ~duplicate 'object' layers) to make the tile layers stack beautifully and with great depth for my current maps. For my maps are slightly different with the .txt file format to the example maps; but they still work fine from a player perspective. The Tiled mapping tutorial is for a non-isometric map, with this lack of documentation in mind do people also make significant sized isometric games with Flare outside of the internal development team?
I have figured out how to make new maps and add new damage types, new attributes, level scaling enemies, item rarities, item types, more inventory space, new gui and armour and weapon / animation graphics.
Thank you kindly.
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