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Monday, June 27, 2022 - 20:53

You could use isometric graphics, they look 3D but are actually 2D pictures.
I use Gimp and Krita for most of my image editing, but there is more specialized software available. (Pixel art software)
I have found Tiled map editor a useful resource for prototyping maps.

Monday, June 27, 2022 - 12:01

Whilst reading your post it brought back good memories of x86 assembly for the 386. :D
I definitely don't recommend writing this in assembly language, it could be a fun project though.

For someone getting into game development one could try Godot.

I agree with Ragnar Random, start with 2D!  3D is significantly more difficult.

I'm looking forward to your first prototype!


Monday, January 10, 2022 - 08:00

This is a tough question to answer, as one has to consider the limitations of the Flare engine. To me, the Flare engine is an engine designed for artists to make games with, specifically old school low resolution RPG games.  Don't get me wrong, the Flare engine is an amazing project and much respect to those who have brought it to life, but it is designed for a limited purpose. So with that in mind, I would say that a game such as the Empyrean campaign, but with a greater diversity in biomes and monsters, more variety in skills and items, dual wielding, higher resolution graphics, and definitely a lot more difficult!
My perfect Flare game would be something very similar to Diablo 2, but with higher resolution graphics.

Sunday, January 9, 2022 - 01:29

Some of my favorite RPGs would be:
Diablo 1+2
Fallout 1+2
Grim Dawn
Path of Exile
Titan Quest
Sacred Gold

I like dark hack 'n slash / actionRPGs, gore, blood, etc.
An Isometric view.
Procedural dungeons.
Large open worlds.
Lot's of varied items, unique and set items. (with adequate storage available)
The ability to improve one's items through sockets, ie. runes and gems.
Character skill and stat customization.
Unlocking higher difficulty settings on story completion.
Map progression that is exceedingly difficult, and thus requires a bit of a grind.
Random events / quests. Unpredictable barrels that may explode / spawn a skeleton.
Variety is the spice of life, the more unique a biome is the better.

I'm not big on pixelated or unnecessarily low resolution graphics, I really wish the Flare HD version will be completed one day!


Thursday, December 23, 2021 - 20:00

I really like the idea, and look forward to your progress.
Maybe shape the main blocks like logic gates, or have logic symbols clearly engraved on them?

Monday, June 21, 2021 - 02:53

I would recommend C/C++ if you are serious about game engine development.
There are a lot of resources and tutorials online for game development using C++, as well as a lot of 3rd party libraries available too. 
If you just want to make a game then Godot.

Monday, October 8, 2018 - 21:27

Wayland, thank you for the reupload, much appreciated!

Monday, October 1, 2018 - 01:01

@TakeAShower, I hope Wayland reuploads it, it was an interesting project, I wish I had made a backup of.
I wonder if Wayland has made any progress since his last post? :)

I have an interest in procedural content generation, and have a couple repositories on Github that may be of interest to you:

This is a general random dungeon generator and is non game specific. Should be easy to convert the file format to Flare's file format, the tedious part would be with regards to the Flare tile and tileset definition files.
I was (still am) interested in working on a Flare generator, however Flare was not designed with the integration of a random level generator in mind, or an easy way to integrate one internally / externally. A stand alone generator may work best, however this defeats the most appealing point of a generator, where levels are different on each map load / play through. I have since come to the conclusion that it may be best to just hand craft Levels for Flare instead.

What we really need is Waylands awesome generator! :D

Friday, November 10, 2017 - 10:57

Boom Shaka nailed it, although I might add:

License - If you intend to sell your game and don't want license surprises after release. Having proof of purchasing a valid license in your favor could alleviate a potential headache of someone claiming ownership and demanding royalties.

I have purchesd assests from various asset stores, as well as used art from OGA.

Friday, October 27, 2017 - 12:28

@WithinAmnesia, I have no skills pertaining to the arts, but I do have a deep interest in game engine architecture and am interested in the programming side of RPGs. If you provide a URL to the code repository, I may be interested in joining your project to work on the code.... but, that would depend on the state of your code base, as well as the programming language, 3rd party APIs and code convention.