RPG Game in Blender (WIP + Help needed)

Hello,

I’ve tried Unreal Engine, Godot and Unity.
Unity was the easiest one IMO. I was able to upload my “battle scene” with materials and add a C# code to make the clouds rotating along the Z axis.
So far I will continue to work on both versions. Blender and its logic brick seems way “easier” than Unity… But it’s maybe just because I’ve worked a lot with Blender and my judgement is certainly biased.

Though I really wanna try to make my game in Blender Game Engine, I use Blender vers 2.79.

I just wanted to share what I was able to do so far.
A Battle Menu (not finished, need some adjustments) - Menu (YouTube Video Here)
A Battle Scene (with a big bug)
The tree shouldn’t be masked by the ground (see the video below, and see my captures with info, I hope it’s clear)
YouTube - Battle Scene

Here’s the 2 Blend files (Menu + Battle Scene)
DropBox - Zip File to download the Blend

Thank you :smile:

If you have a better solution, I’m here to learn.

I found what caused the problem of the tree disappearing after some distance…
It’s link to the alpha blend mode… Some work, some don’t (alpha blend doesn’t work). I’m now chaning to alpha anti aliasing…

I might do some tweaks and changes here and there.

Hello :smile:

Well, I don’t know where you live, but my computer is on the 2nd floor of my house, and it’s damn so hot in Belgium theses days… So I struggle to work on my project.

Anyways, I often have idea when I’m bathing or before going to sleep… And I was like, what the hell I “programmed” in Blender, so I just remove every unnecessary things to finally have this (see the YouTube video)

WIP of my Game (YouTube video)

This is a short test of my Blender Game, a 2D Final Fantasy like. (Images are pre-renders, it’s kinda like how Donkey Kong was done on the SNES)

This is just the beginning.

Hard things to fix:

  • Sometimes 2 animations overlaps (eg from idle to attacking), I don’t know why and how to fix this because my code seem logical… I need more baths and sleeping time to figure out what I messed up :laughing: :sweat_smile:

Easy things to fix:

  • Shadows of the enemies

Things already done but not showed (because I need to implement them)

  • 10 Enemies with their actions (basicly : idle, attacking, magic, wounded, dying…)
  • Music (3 Music already composed with my Kompakt keyboard, it will be easy to add the music but I want to focus on the hardest things that needs to be fixed)
  • Menus (Battle Menu is done, kinda works, need few adjustments)

Things that might be implemented (bur retrieved because of bugs)

  • Animated background (I have an idea to make this efficiently)

Everything done in Blender V2.79
I wish I was able to use a real game engine, but I’m not good enough, even if I succeeded to do few things in Unity.
My best option would be to team up with a guy who knows how to code.

I will keep you inform about the progression of this project.
I hope it’s ok for the admins.

Thank you!

Just a video with the work in progress
VIDEO here

If you have any tips, ideas, don’t hesitate :smile:

if you need to remove mixing from the tree so that the alpha channel does not affect mixing with the texture of the earth so much - first add mixing masks to the textures of the earth in the node editor to mix two or more textures - since your texture of the earth is seamless, a pixelation effect occurs - at a distance similar in color and texture textures are mixed visually with each other and small objects disappear in others although physically they are present in the scene. to mix animations with each other, you’d better use layer priorities and frame mixing. I use a script for this - armature.playAction(“Action01”, 1, 100, blendin=5, layer=1, priority=1) 5 is mixing frames of this animation with others, layer 1 is suitable for basic animations layers close to 20 animations that are closer to zero will be superimposed and zero animation will have priority, everything is simple with priority, the closer it is to zero, the greater its impact on playback you can divide animations into actions - for example, the go animation involves only leg bones, and separately for this animation to go for arm bones, I usually write a simple condition - if own[‘use_gun’]==‘no’ and key_w: arm.playAction(“walk_leg”, 10.50, blendin=5, layer=2, priority=5) arm.playAction(“walk_arm”, 10, 50, blendin=5, layer=1, priority=1) so it’s easier for me to manage animations without overlapping them, if you want to animate the background of your game use nodes, I would advise you to use UPBGE version 0.2.0 or 0.2.5 (I use this version) - there is an opportunity to animate textures by scrolling and there are lessons on YouTube how to do it