PLEASE READ UNTIL THE END BEFORE DOWNLOADING! You cannot play with the base game alone, you need to download the content!

You may think, what are you talking about that The Legend Of RPG tool?

Well, you know Mario Maker? Think now on Zelda, mix them, and give it steroids. Now you have The Legend Of RPG!

Basically it is a tool to create: Characters, items, npcs, maps, gamemodes... and share them, so other people can play and use them. Maybe they want to create a harder version of your level, or they want that the bow you created, shoot rainbows, instead of arrows. With this tool you have a way of easily doing that.

I want to be connected to the community also, because, they are the ones that are going to use this, they have feedback, they have ideas, and I want to provide ways for them to share their ideas, so everyone can work to improve the tool.

Please, read until the end!

The Legend Of RPG is not affiliated with Nintendo in any way, as you may have guessed. For that reason, we cannot include assets from their games in the build.

That doesn't stop you from playing with them though!

The Legend Of RPG is like an open tool/game, where you can include content from other users. Basically, mods.

You may have seen it in Minecraft, Skyrim, and other popular games with mod support.

I made it from scratch with mod support in mind. I wanted to make it easily for everyone to create their own content.

Yeah, everything I said is cool and all of that, but I'm pretty sure that you wanted the link to play Zelda with this, right?

So, download the content, and follow the instructions!

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Devlog #5 - Roadmap update

News

Long time since my last post. I've been very busy.

I kept working on this though. So, let me first post an update on the first phase roadmap:

Editors UI redesign

  • NPC editor
  • Character editor
  • Item editor
  • Map editor
  • Actions editor

This is finish, almost entirely. The only thing that I didn't redesign was the map editor. It was good as it is, but it is still in Unity UI.

The problem is that the map editor contains so many things that are hard to implement in HTML, that I thought of making it a phase itself.

Resource packs

  • Config.json file
  • Visual editor
  • Interactive tile

All of this done. The config file was easy, the visual editor had a little more complexity.

All tiles can contain actions, so every tile can be an interactive tile. One thing pending is adding parameter to those tiles, because, for example, you maybe want to create a chest tile, but you want that a chest placed in X location had specific loot, and a chest in Y had a different loot. That is something that requires edits in the map editor, so I'll make it after that.

Resource packs would include also sounds, and special effects, but they can be triggered by the actions "PlayStandaloneAnimation" and "PlaySoundEffect", so I took them out from resource packs

Things not in the roadmap yet

There are still things to define in the roadmap for next phases. I will list them here:

  • HUD editor -> The HUD components are already there, but someone that has CSS knowledge is needed. I want to create a complete HUD editor to prevent that.
  • Map events system -> There are actions fo a specific map, so, when you enter in that map, things happen, but no for exact X and Y points in that map. That is something that requires, mostly, map editor improvements
  • Map editor improvements -> Add a bunch of stuff to the map editor, AND redesign it
  • Sandbox system -> I went ahead on this one and I've already finished it. I even posted about it
  • Simple addons -> Same for this one. I didn't posted about it, but I will
  • Procedural and random systems -> This is the next thing I'm going to work on

So, the next phase would be procedural and random systems

Second phase roadmap: Procedural and Random systems

So, when you want to play a map, you will have the option to play a procedural/random one, or the already created ones.

This type of map will be generated as you play. You can enter the map editor and see the already created maps from the map generator, and edit it as you want, but, when you reach the limits of a map, the map generator will generate MORE grids from that map.

A procedural/random map generator (map generator from now on), is a generator that will create a map based on a lua script. This is something more advanced, and is not for someone "casual" about modding.

Yes, I know that procedural, and random, are not the same thing, but is the one that is coding the python script, that decided how his script will interact.

Lobby map

This will be a basic map, with a basic character, that will act as a main menu, so, from there, you can start a map, enter the editor, etc. This need to be done before anything, as we need to create a way to select which map, character, and configuration before we can start a game. Right now it is preselected.

  • Map depends on resource packs -> I need to create an attribute on the config.json of the maps, so a map loads always the same resource pack.
  • Design in paper the lobby system
  • Create the tiles for it -> We need an "official" tileset for the game, and is going to be the one that I'm going to use on this
  • Create the resource pack -> Create the resource pack content from the tiles that I've created
  • Create the basic character to move through the lobby -> We need also an official character
  • Create the needed actions -> This map will be like any other map, (You will be able to even edit in the map editor, like the rest of the maps!), so, special actions need to be made, like, one for entering the editor, another for selecting the characters, another to choose the number of players, etc...
  • Create the map itself

Map generators

This is where the map generators comes in

  • Special content folder for map generators
    • It should include the resource pack that is going to be used for the generation of the map, and basic attirbutes like author, name, parameters...
  • Include in the map loader class, the option to generate new maps if the map is based on a map generator
​Devlog #4 - Feature: Sandbox

​Devlog #4 - Feature: Sandbox

News

​Devlog #4 - Feature: Sandbox. In this post I talk about the Sandbox

Devlog #3 - Sandbox, Character, NPCs and items editors redone!

Devlog #3 - Sandbox, Character, NPCs and items editors redone!

News

Devlog #3 - Sandbox, Character, NPCs and items editors redone! In this post I talk about the sandbox, and diferrent editors

Devlog #2 - Feature: Characters

Devlog #2 - Feature: Characters

News

Devlog #2 - Feature: Characters. In this post I talk about Characters, and how they work

Devlog #1 - Selection screen

Devlog #1 - Selection screen

News

Devlog #1 - Selection screen. In this post I talk about the first devlog, and how I made the selection screen.

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TheLegendOfRPGBin v200415

TheLegendOfRPGBin v200415

Demo

PLEASE READ THE FULL DESCRIPTION! You cannot play with the base game alone, you need to download the content!

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The Legend Of RPG
Platforms
Windows
Creator
CocoaStudios
Engine
Unity
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Style
Genre
Role Playing
Theme
Fantasy
Players
Single & Co-op
Project
Indie
Twitter

Latest tweets from @cocoa_studios

Finished to add the tiles for the dungeon walls! This was really hard, as the tiles for the wall are really weird,… T.co

May 23 2020

Making the first LegendOfZelda NES dungeon. I still need to make the underworld enemies, but I'm preparing the map… T.co

May 23 2020

I finished making the gel! I like the behavior of them in newer Zeldas, but I wanted to make the original NES behav… T.co

May 22 2020

I was able to redo the map editor! Looks way better than before. #Zelda #ZeldaMaker #gamedev #indiedev #indiegamesT.co

May 22 2020

RT @cocoa_studios: Wide view of a big part of the map! Playable, but because of the number of enemies instantiated, FPS are not stable… T.co

Apr 25 2020

RT @cocoa_studios: Octorok boss for the screenshot saturday! :). It is a quick concept of a boss destroying the world following you. I… T.co

Apr 25 2020

I wanted to make some sort of follower friendly NPC, so I made a little green octorok as a pet as a test, it helps… T.co

Apr 25 2020

Wide view of a big part of the map! Playable, but because of the number of enemies instantiated, FPS are not stable… T.co

Apr 25 2020

Octorok boss for the screenshot saturday! :). It is a quick concept of a boss destroying the world following you. I… T.co

Apr 25 2020

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