A Difficult Decision


I think it’s time to switch to Godot. My #1 goal is to build a few good RPGs, I need collaborators to achieve that, and using Godot seems like the best way to find them.

My top priority now is Agenda 2042, my ode to Bloodlines, set in the Synthnostate universe. It’s a more manageable solo project than a full-fledged turn-based RPG - just a small first-person RPG built on a standard engine with good modding support so fans can help with content creation without making a huge committment to learning some random fly-by-night indie dev’s custom engine and systems, lol.

I’ll collaborate on other projects when I can (systems, algorithms, math, etc) and if that becomes a full-time job, my projects can wait. My project, your project, whatever, just no “democratic” projects!

Second priority is follow-through on Synthnostate 1 and the custom engine. It could still be done before the sequel, lol.

  • Demo release v0.8.4 in the coming months
  • Development pause
  • Port some of the RPG engine and UIs to Godot
  • Finish the game in Godot and/or custom engine
  • Open-source demo apps (e.g. music player) built with engine/gui
  • Full open-source release?

Wow, now I have a lot of easy work to do…

  • More standalone Godot 4.0 tests
  • Mod framework tests
  • Check out Godot asset library, Polyhaven, etc
  • Update to Blender 3.x
  • Re-test Blender-to-Godot exporting
  • Test Godot’s new TTS
  • Port RPG engine (excluding party & turnbased combat)
  • Port character customization UI
  • New single-character inventory UI
  • Update existing Godot tests (navmesh, NPCs, dialogue)
  • Put it all together
  • Agenda 2042 Demo game page on Itch
  • Start uploading demos

And more interesting gameplay development…

  • Scenes, lighting, hiding places
  • Behavior tree AI tests
  • Normal NPC activities
  • Spooked/evasive mode, panic mode, fight, flight, surrender

At some point we’ll need to address intellectual property rights. I don’t want a total open-source free-for-all. I’ll be the gatekeeper of my vision, and anyone who doesn’t like it can make independent mods or make their own game; no hard feelings. Any contributions I incorporate into the core game will need to be under a contributor license that preserves the creator’s rights to their work, credits them, allows nearly unrestricted use in this game and spinoffs and mods, but doesn’t make it free for anyone else to use unless it’s also released under a CC0 license or whatever.

Get Synthnostate: Crusaders of the Tinfoil Hat [DEMO]

Comments

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(+1)

You said agenda 2042 is more manegable, out of curiosity what exactly is the idea for it? 

It’s just an immersive 1st/3rd-person RPG. Easier to manage a single character, stat/skill set, inventory, and FPS combat… more hunting/stalking/stealth than straight-up slashing/shooting, but it’s still easier. I actually started with this concept first but I didn’t think first-person 3D was feasible (or interesting) until the last few years.

I'm not sure that would be that much easier. For me the hard part about making RPGs is the NPC AI, open-ended systems, demand for lot's of content and  accounting for all the player's choices.

We choose to make RPGs not because it is easy, but because it is hard!

Both projects have those same challenges. This one is all about building a fanbase and getting help with content creation. That will be much easier if modders can just use Godot/Blender and not learn the intricacies of my custom engine and still-evolving party/turn-based system, and I don’t have to finish it (but it’s ready and waiting if a fanbase ever materializes). I just have to make the base game, NPC AI, UIs, and content for a few demo scenarios.

And I’m not trying to make a new Skyrim to rule them all, just a small moddable RPG to get things started. Mistakes will be made, but I’m not gonna fix them if it breaks a bunch of mods, I’ll just make a new game.

Yeah I tried making small "manageable" games like everyone says you should for a year, but it's hard to make ambitious games that made me want to make games, and that's what keeps me motivated.

I would offer to collaborate on this project, but my only real skills are designing and implementing core game mechanics and I have a feeling you got that shit down and mostly just need artists.

Oh, you could definitely help with that if you think it’s worth your while. You’re doing good stuff, developing important RPG systems before graphics. In this project I’m doing the opposite, starting with graphics and UIs and mod support.

I’ll upload some prototypes (with Godot source files) when I get far enough.