Hello! I’m relatively new to all this, and wanted to share what I’ve been working on as a way of introducing myself. It’s a 2D, top down, action RPG inspired by the original NES Zelda and GB Link’s Awakening (with a lot of influence on the visual style from Earthbound, and bits from various other 8 bit and 16 bit games, like Secret of Evermore, etc.)
There’s not really much of a game here yet:
I’ve mostly been trying to get the game functionality, and then the look and feel of the game working before actually making the game world. There’s not really a plot, or game objectives, or anything like that yet. Just a few test scenes slapped together to get the idea of what the game would look like.
There’s a basic combat system, with healing items and the ability to increase the player’s healthbar over time. I have an inventory system, although so far only for the useable/equipable items and weapons on the left hand side. Seemed like that would take more effort, so I focused on getting that working first. The right side of the inventory will have key items that once picked up will appear in the inventory screen and affect things in the game world; for instance picking up a certain type of key will cause it to appear in the inventory, and then corresponding doors can then be opened when the player interacts with them. I hate the idea of a key disappearing after it’s been used.
These are set up using custom resources, allowing changes to persist through scene changes, and game progression (when I get that far) will be handled in a similar way. This should make implementing a saving and loading system pretty straight forward.
There’s also a basic dialogue system… although I don’t have any characters created yet for the player to interact with- just the chickens.
I want the game to focus on exploration, and the plot to be more about something personal to the character rather than a generic “save the world” or whatever. Also a somewhat whimsical tone. Planning to include a trading sequence, like in Link’s awakening, but I might put more weight on completing it as an integral part of beating the game.
I’m finding Godot to be pretty easy to learn and work with, at least for a relatively simple project like this. However, as this is something of a passion project, I’m insisting on creating my own assets for it- something that I don’t have much skill with, and is easily the most time-consuming aspect. There’s a lot left to do.
Anyways, let me know what you think.