libgdx Strategy RPG Framework

Hello everyone,

I’m a fan of SRPGs, and when I was studying Android Development, it hit me that they should work really well on touch screen devices. Since then, I’ve been fiddling around with the development of a Framework for Strategy RPG games that I could use to put these types of games together relatively easily. Of course, once it is in a more complete state, I’d be using the Framework to make an actual game that I’d release on the Android Market and potentially elsewhere. I’ve been posting some videos of my progress to Youtube, and someone commented on one of my videos that it might be good to post about my project here… so here I am!

Since I have to include an image, I guess I’ll go with a screenshot of the gameplay using debug assets:

I suppose a basic explanation is in order. The framework is for creating 2D grid-based SRPGs. The tiles seen on the map represent different types of terrain that may have attributes that affect an entity placed upon it. The colored circles represent different factions present on the map-- e.g. blue represents the player and red represents enemy units.

As I mentioned earlier, I have a few videos that should fill you in on the current features:

The video quality is a little poor on this one, unfortunately, since I used poorly-made recording software.

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This is a small update demonstrating Attack Confirmation (which lets you view targeted units) and multiple target attacks.

Anyway, I work on this project in my spare time as the sole developer, so the rate at which I update the project is dependent on my personal circumstances. Admittedly, it might be a little slow for the time being because I have a lot of stuff going on at the moment. Still, I’ll do my best to get in at least 1-2 updates a month.

And that would have been me :smiley:

Glad you found your way to JGO, it’s full with lovely and helpful people :point:

Being a framework and all, is it open source?

@Gjallar
Hey. Yeah, there appears to be a great deal of information and interesting projects being posted here. I had only been posting about this project on some video game community sites, but it only makes sense that I should post about it on a site for developers. Thanks for the tip to check this place out.

@sproingie
That’s a good question. When I first began development on it, I was thinking of just developing it as a tool I would use to quickly put together my own games. A few people have asked me about whether it would be open source, and my answer to them was in the negative-- though that was mostly because I didn’t want to commit to releasing it as an open source project at the time. In short, I want to see how things go with my own project using the framework before I consider whether to release it to the public. If I do release it, it will only be in what I would consider a nearly complete stage, and almost certainly after I have already published something developed with it.

Oh hey, I watched your videos…asked you about tiledmappacker remember?

Oh yeah, I remember you. Did you ever get the TiledMapPacker to work? I felt terrible that I couldn’t figure out your problem-- I spent a good chunk of time trying to figure it out and I was certain that last attempt would’ve worked. I was really surprised when it didn’t. Did you ever figure it out? If so, what was it that prevented you from running the project I sent you? Even now I have no idea how that failed to work for you.

To keep it related to my project, I’ve been trying to devise a means of setting up custom Actions. An Action is basically any non-traversal action that a Unit can take on the battle map-- e.g. attacking, healing, etc. The Actions demonstrated above are hard-coded in to operate the way that they do, but I’m in the process of making it such that the programmer can define new Actions for their game. Of course, the obvious ones will be built in, but a programmer can define new Actions later on. My first task in getting this done is to put together a system for handling Action Range and Scope-- where Range includes the selectable Tiles that can be targeted by an Action, and the Scope is the “Pattern” that determines the Tiles that may potentially have Units targeted. Once that is out of the way, I’ll delve more in to Effects, which would actually determine what the Action does.