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Introduction
Hello! Thank you so much for this opportunity! My name is Justin Arnold and I'm a solo developer working on RPG in a Box. I've loved programming since my dad got me interested in learning BASIC on our C64 as a child. As I got older, I developed a strong desire to build an RPG-focused tool that would allow others to easily create their own worlds and adventures. This idea has gone through several iterations over the past two decades, and I'm excited to finally bring it to fruition through RPG in a Box!
介绍
你好!非常感谢您给我这个机会!我的名字是Justin Arnold,我是一名独立开发者,致力于RPG in a Box。自从我父亲让我小时候对在C64上学习BASIC感兴趣以来,我就喜欢编程了。随着年龄的增长,我产生了一种强烈的愿望,即构建一个以RPG为中心的工具,让其他人可以轻松创建自己的世界和冒险。在过去的二十年里,这个想法经历了几次迭代,我很高兴最终通过RPG in a Box实现它!
Regarding skills, most of what I've learned has been self-taught or through college courses. I worked as a software developer at an insurance company for around 13 years after graduating from college and then left to pursue the development of RPG in a Box full-time at the end of 2017. The only other projects that I had worked on before RPG in a Box were its various spiritual predecessors, most notably RPG Toolset.
Shown below are the various projects leading up to and including RPG in a Box:
关于技能,我学到的大部分东西都是自学成才或通过大学课程学到的。大学毕业后,我在一家保险公司担任了大约13年的软件开发人员,然后在2017年底离开,全职从事RPG in a Box的开发。在RPG in a Box之前,我参与过的唯一其他项目是它的各种精神前辈,最着名的是RPG Toolset。
下面显示了导致并包括RPG in a Box的各种项目:
The RPG in a Box Platform
RPG in a Box is a tool that lets you easily turn your stories and ideas into games and other interactive experiences! As its name suggests, it contains everything necessary for doing so, all packaged together "in a box". The software is designed with a fun, beginner-friendly approach in mind so as to not require any programming or modeling knowledge while still providing a wide range of customization and openness. The games you create can be exported to Windows, Linux, and MacOS as standalone executables, so they can be easily shared with others to play!
For anyone who’d like to try it out and get a feel for what’s currently possible, a free demo version is available on both Steam and itch.io. It includes all features found in the full version but with a limitation of two 10x10 maps per project and a splash screen on exported games.
盒装平台中的角色扮演游戏
盒子里的RPG是一个工具,让你轻松地将你的故事和想法变成游戏和其他互动体验!顾名思义,它包含这样做所需的一切,所有这些都打包在“一个盒子里”。该软件在设计时考虑了有趣,初学者友好的方法,因此不需要任何编程或建模知识,同时仍然提供广泛的定制和开放性。您创建的游戏可以作为独立的可执行文件导出到Windows,Linux和MacOS,因此可以轻松与他人共享以进行游戏!
对于任何想要尝试并了解当前可能性的人来说,Steam和 itch.io 都提供免费的演示版本。它包括完整版中的所有功能,但每个项目限制为两张10x10地图,导出的游戏上有一个初始屏幕。
I started developing RPG in a Box a bit over 7 years ago, at the beginning of 2015. It’s kind of a spiritual successor to RPG Toolset, which was a previous project of mine from the mid-2000s. I worked on a few different iterations of it using various technologies off and on over the years and then finally rebooted it as RPG in a Box at the beginning of 2015 – shortly after the Godot Engine 1.0 release.
7年前,在2015年初,我开始开发RPG in a Box。它是RPG Toolset的精神继承者,RPG Toolset是我2000年代中期的一个项目。多年来,我断断续续地使用各种技术对它进行了几次不同的迭代,然后在2015年初将其作为RPG重新启动 - 在Godot Engine 1.0发布后不久。
RPG in a Box is a continuation of my original vision and has the same basic concept as RPG Toolset but with voxels! The map system and movement system are currently grid-based, however, I hope to support a free movement option in the future. And despite the name, I think RPG in a Box can serve many purposes beyond just making role-playing games because of how simple it is to jump in and start building things without needing to worry about a lot of technical aspects or complicated setup. Within one evening, you can easily test out an idea and even create something playable. It also includes a couple of small example games to help you get started and learn by example.
RPG in a Box是我最初愿景的延续,具有与RPG Toolset相同的基本概念,但带有体素!地图系统和移动系统目前是基于网格的,但是,我希望将来支持自由移动选项。尽管有这个名字,但我认为RPG in a Box除了制作角色扮演游戏之外,还可以发挥多种用途,因为跳进去开始构建东西是多么简单,而不需要担心很多技术方面或复杂的设置。在一个晚上,你可以很容易地测试出一个想法,甚至创造一些可玩的东西。它还包括几个小的示例游戏,以帮助您入门并通过示例学习。
I have also been gradually working on a small project using RPG in a Box called Dungeon in my Pocket, which I hope to eventually turn into a full game! It’s made with assets from Oryx Design Lab’s Tiny Dungeon tileset that I voxelized into 3D form, and it will make use of the roguelike mode. The roguelike mode is currently a bit experimental, but I have plans to focus on it more after the 1.0 release.
我也一直在逐步开发一个使用RPG的小项目,在一个名为Dungeon in my Pocket的盒子里,我希望它最终能变成一个完整的游戏!它是用Oryx Design Lab的Tiny Dungeon瓷砖集中的资产制作的,我将其体素化为3D形式,它将利用Roguelike模式。Roguelike模式目前有点实验性,但我计划在1.0版本发布后更多地关注它。
Around the same time that I rebooted the project as RPG in a Box, the idea of using voxels just kind of clicked as if it were a missing puzzle piece that fit perfectly. RPG Toolset had a very similar design to RPG in a Box overall, but it required the user to import their own 3D models. If I recall correctly, I was into Crossy Road around this time and it was one of the inspirations for going with a voxel-based approach. I also remember liking the visual style of 3D Dot Game Heroes, which was an influence as well.
大约在我以RPG in a Box的形式重新启动项目的同时,使用体素的想法就像是一个缺失的拼图一样,完全适合。RPG Toolset的整体设计与Box中的RPG非常相似,但它需要用户导入自己的3D模型。如果我没记错的话,我大约在这个时候进入了Crossy Road,这是采用基于体素的方法的灵感之一。我还记得我喜欢3D Dot Game Heroes的视觉风格,这也是一种影响。
I believe that voxels are a key component of my vision as they provide a way for users to easily build and animate their own 3D models directly within the software. It lets people jump right in without any modeling knowledge and create the tiles, objects, and characters for their game as if simply building them out of LEGO bricks!
我相信体素是我愿景的关键组成部分,因为它们为用户提供了一种直接在软件中轻松构建自己的3D模型并制作动画的方法。它让人们在没有任何建模知识的情况下直接进入,为他们的游戏创建瓷砖,物体和角色,就好像简单地用乐高积木建造它们一样!
One of the results of using voxels is that games tend to end up having that "blocky" look, which may initially turn some people away. However, RPG in a Box is meant to be accessible and easy to use so that anyone can create a game and is not necessarily meant to look cutting-edge or compete with any other engines or tools. I also think that restrictions to an extent are good as it requires more creativity and imagination in the design process.
使用体素的结果之一是,游戏往往最终具有“块状”外观,这最初可能会让一些人离开。但是,Box中的RPG旨在易于访问和易于使用,以便任何人都可以创建游戏,并且不一定意味着看起来最前沿或与任何其他引擎或工具竞争。我还认为,在某种程度上限制是好的,因为它需要在设计过程中有更多的创造力和想象力。
To help provide more choices in regards to the visual style of your games, I also introduced a Marching Cubes option (which results in a smoother, more organic look) and the billboard sprite option for flat 2D sprites. Marching Cubes can even be combined with the classic voxel look within one model, which opens up a lot of possibilities, for example, the bench and bed models shown below.
为了帮助在游戏的视觉风格方面提供更多选择,我还引入了一个行进立方体选项(这会产生更平滑,更有机的外观)和平面2D精灵的广告牌精灵选项。行进立方体甚至可以在一个模型中与经典的体素外观相结合,这开辟了很多可能性,例如,下面显示的长凳和床模型。
The Features
RPG in a Box is comprised of a set of editors for creating and customizing the components of your game (models, maps, scripts, etc.). Below, I've listed some of the main editors/systems and the purpose they serve.
Voxel Editor: this is where you build tiles, objects, and characters from voxels and animate them using the editor's frame-based, stop-motion animation system. Importing from MagicaVoxel (.vox) and Qubicle (.qb) is also supported, so it’s easy to bring in any existing voxel art you may already have.
特点
RPG in a Box由一组编辑器组成,用于创建和自定义游戏组件(模型,地图,脚本等)。下面,我列出了一些主要编辑器/系统以及它们所服务的目的。
体素编辑器:这是您从体素构建图块,对象和角色并使用编辑器的基于帧的定格动画系统对其进行动画处理的地方。还支持从MagicaVoxel(.vox)和Qubicle(.qb)导入,因此可以轻松引入您可能已经拥有的任何现有体素艺术。
Map Editor: this is where you create grid-based worlds with the tiles you've built and then bring them to life by adding interactive NPCs and objects using scripts and the editor's intuitive navigation and interaction system.
地图编辑器:在这里,您可以使用已构建的图块创建基于网格的世界,然后通过使用脚本和编辑器直观的导航和交互系统添加交互式NPC和对象来使它们栩栩如生。
Script Editor: this is where you set up scripts to trigger in-game events using a visual, node-based script editor. You can simply drag and drop the desired actions (no programming knowledge required) or manually code "quick scripts" using Bauxite, the custom, Lua-like scripting language that's built into RPG in a Box. For advanced users or those who have become comfortable with visual scripting and want to learn more about programming, there's the option to manually write the Bauxite code yourself.
脚本编辑器:这是您设置脚本以使用基于节点的可视化脚本编辑器触发游戏内事件的地方。您只需拖放所需的操作(无需编程知识)或使用Bauxite手动编写“快速脚本”,Bauxite是一种自定义的,类似Lua的脚本语言,内置于Box中的RPG中。对于高级用户或那些熟悉可视化脚本并希望了解有关编程的更多信息的用户,可以选择自己手动编写铝土矿代码。
Dialogue Editor: this is where you write conversations for your NPCs. Branching dialogue can be created via player choices and condition checking, and scripts can be integrated into the dialogue, for example, to set up a cutscene using camera scripting.
对话编辑器:这是你为NPC编写对话的地方。分支对话可以通过玩家选择和条件检查来创建,脚本可以集成到对话中,例如,使用摄像机脚本设置过场动画。
Item Editor: this is where you create items for your game, for example, consumables, equipment, weapons, tools, or other items for the player to discover and use.
物品编辑器:这是你为游戏创建物品的地方,例如消耗品、装备、武器、工具或其他物品,供玩家发现和使用。
UI Editor: this is where you can create custom UI themes and widgets for your game or edit the main menu and credits roll. The widget system allows you to build custom UI components from a wide range of elements, like item slots, equipment slots, shop slots, crafting slots, text fields, buttons, images, progress bars, etc.
UI编辑器:您可以在此处为游戏创建自定义UI主题和小部件,或编辑主菜单和积分滚动。小部件系统允许您从各种元素构建自定义UI组件,例如物品插槽,设备插槽,商店插槽,制作插槽,文本字段,按钮,图像,进度条等。
Combat Editor: this is where you can set up battles for your game (e.g. tactical turn-based or menu-driven turn-based). It also allows you to configure random encounters and enemy spawns, which can be assigned to areas on your maps. Real-time combat is also possible by setting characters as attackable in the Map Editor. You can even mix and match combat types, so you’re not limited to just one type in your game.
战斗编辑器:在这里你可以为游戏设置战斗(例如,战术回合制或菜单驱动的回合制)。它还允许您配置随机遭遇和敌人生成,这些可以分配给地图上的区域。通过在地图编辑器中将角色设置为可攻击,也可以进行实时战斗。您甚至可以混合搭配战斗类型,因此在游戏中不仅限于一种类型。
Menu-Driven Turn-Based:
菜单驱动的回合制:
Mix and Match (Real-Time and Tactical Turn-Based):
混合和匹配(实时和战术回合制):
There’s also a Stats Editor where you can set up a basic experience levelling table. A Quest Editor is in progress and is expected to be available by the 1.0 release.
还有一个统计编辑器,您可以在其中设置基本的经验升级表。任务编辑器正在进行中,预计将在1.0版本中可用。
Sound FX Generator: the sound generator is based on DrPetter's SFXR tool and provides an easy way to generate fun, retro-style sound effects for your game.
Camera System: for your game’s camera, you can choose from three available camera presets (standard, isometric, and first-person) or tweak the settings to create a custom camera. You can stage dynamic cutscenes for your game using the engine’s flexible camera scripting system.
声音FX生成器:声音生成器基于DrPetter的SFXR工具,提供了一种简单的方法来为您的游戏生成有趣的复古风格声音效果。
摄像机系统:对于游戏的摄像机,您可以从三个可用的摄像机预设(标准、等轴测和第一人称)中进行选择,或调整设置以创建自定义摄像机。您可以使用引擎灵活的摄像机脚本系统为游戏暂存动态过场动画。
RPG in a Box is built using Godot Engine. Although it's often mistaken for an add-on or a plug-in due to its use of Godot's UI elements, it's built as its own project the same way a game would be. Godot has been a perfect fit because of its comprehensive set of built-in UI components.
Being both a game engine and having these components tightly integrated has really helped a lot in the creation of RPG in a Box's interface and various editors. In the past, I had to come up with solutions where I was combining a game engine or library with a UI framework (for example, jMonkeyEngine and AWT).
RPG in a Box是使用Godot Engine构建的。虽然由于使用了Godot的UI元素,它经常被误认为是附加组件或插件,但它的构建方式与游戏相同。Godot因其全面的内置UI组件集而成为完美的选择。
既是一个游戏引擎,又将这些组件紧密集成在一起,这在Box的界面和各种编辑器中创建RPG确实有很大帮助。过去,我必须提出将游戏引擎或库与UI框架(例如,jMonkeyEngine和AWT)相结合的解决方案。
The Business Model
RPG in a Box is available as a one-time purchase from Steam, itch.io, and the Humble Store. As it's a one-time purchase, all future updates to the software are included for free. The price will be increasing slightly on May 10th as part of the 1.0 release and as a result of the many new features that have been added throughout Early Access. You can read the full announcement here. I receive more from an itch.io purchase, for anyone who's interested in buying it and isn't sure which option would help support development the most. I also have a Patreon account for those who are interested in supporting RPG in a Box beyond a purchase. At this time, I'm planning to continue with my current model.
商业模式
RPG in a Box可从Steam,itch.io 和Humble Store一次性购买。由于这是一次性购买,因此该软件的所有未来更新都是免费的。作为1.0版本的一部分,由于在整个抢先体验过程中添加了许多新功能,价格将在5月10日略有上涨。您可以在此处阅读完整的公告。我从 itch.io 购买中获得更多,对于任何有兴趣购买它并且不确定哪个选项最有助于支持开发的人来说。我还有一个Patreon帐户,供那些有兴趣在购买之外的Box中支持RPG的人使用。目前,我计划继续使用我目前的模型。
I'm planning to keep the current approach, which gives users the freedom to sell or distribute their games however they'd like. I want everyone to be empowered through RPG in a Box and for the games, they create with it to be completely their own. I think keeping this sort of freedom is an important part of my vision for the tool.
Speaking of user-created games, I have an ongoing showcase of screenshots submitted by community members, which I compile together every other month and share with everyone. It’s really awesome getting to see people make things with RPG in a Box and turn their stories and ideas into games! You can view the image below in full resolution here.
我计划保留目前的方法,让用户可以自由地销售或分发他们想要的游戏。我希望每个人都能通过盒子里的RPG获得授权,对于游戏,他们用它创造的完全是他们自己的。我认为保持这种自由是我对这个工具的愿景的重要组成部分。
说到用户创建的游戏,我正在展示社区成员提交的屏幕截图,我每隔一个月将它们汇编在一起并与所有人分享。看到人们在盒子里用RPG制作东西,并将他们的故事和想法变成游戏,这真的很棒!您可以在此处以全分辨率查看下面的图像。
There’s a collection of games and assets made with RPG in a Box that you can check out on itch.io, as well.
盒子里有一系列用RPG制作的游戏和资源,你也可以在 itch.io 上查看。
Key Keeper by JUSTCOOP:
JUSTCOOP的Key Keeper:
UPGRADE by LazerGaming:
LazerGaming升级:
Project Wasteland by LazerGaming:
LazerGaming的Project Wasteland:
The Future Plans
Even though RPG in a Box will be reaching v1.0 soon, I still have a lot more in store for it! This will really just be the beginning. In the short term, I plan to expand and improve upon the existing core features to provide more options and flexibility. One of the aspects I’ve tried to always focus on is keeping things simple and beginner-friendly on the surface, but still providing as many ways to customize your game as possible. I’ve used Early Access as an opportunity to take a lot of community feedback into consideration, and I plan to continue doing so as I move forward from the 1.0 release. A couple of major features that I hope to implement by the 1.0 release include a basic quest system and a day/night system.
未来计划
即使盒子里的RPG很快就会达到v1.0,我仍然有更多的东西在准备它!这真的只是一个开始。在短期内,我计划扩展和改进现有的核心功能,以提供更多的选项和灵活性。我试图始终关注的一个方面是保持简单和初学者表面上友好,但仍然提供尽可能多的方法来自定义你的游戏。我利用抢先体验作为一个机会,考虑了很多社区的反馈,我计划在从1.0版本向前迈进时继续这样做。我希望在1.0版本中实现的几个主要功能包括基本任务系统和日夜系统。
My vision also includes a lot of major, longer-term features as well, which can be seen in the "RPG in a Box 2.0 (Long-Term)" list on my Trello board. This includes things like a weather system, image editor, music tracker, free/non-grid movement, procedural map generation, VR support, updating to Godot 4.0, and hopefully even expanding the engine beyond voxel-based models and supporting things like CSG modeling and skeletal animations. I'm very excited for the future of RPG in a Box!
我的愿景还包括许多主要的,长期的功能,这些功能可以在我的Trello板上的“Box 2.0(长期)中的RPG”列表中看到。这包括天气系统,图像编辑器,音乐跟踪器,自由/非网格运动,程序地图生成,VR支持,更新到Godot 4.0,甚至希望将引擎扩展到基于体素的模型之外,并支持CSG建模和骨骼动画等内容。我对RPG在盒子里的未来感到非常兴奋!
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