*GO* and *DO* the Game Engine *T*hing

I announced a few weeks ago on my personal blog that I’ve decided to adopt Godot as my Game Engine of choice for Heropath. For the sake of blog continuity, I’m outlining my reasons here as well.

Godot possessed the qualities I was looking for:

  • An easy on-board ramp to coding
  • Appealing features
  • Positive momentum
  • Visually beautiful output

I found a great YouTube evaluation of the different game engines that helped me navigate my choice.

I decided against GDevelop as it is very platformer-ish and did not have attractive outputs based on what I saw. On Itch.io games made by GDevelop had only 9 Strategy and 18 RPGs in contrast to Godot which had 171 Strategy and 158 RPGs. GDevelop has been in development since 2008 while Godot was initially released in 2014. GDevelop does not feel very serious to me.

At the opposite end of the spectrum of seriousness, I decided to not pick Unreal because I see it as too advanced for Heropath as a first project. I’m sticking to 2D to start and adopting a complex and powerful 3D graphics and physics engine really feels like overkill.

I am going to keep Unity as a backup option to Godot. It has some gorgeous games and has lots of learning resources out there. It actually feels a bit overwhelming with all of the options and a few people on Twitter have posted Unity breaking-itself-issues that have come up for them. In contrast Godot appears to have lots of enthusiasm which is not surprising as it does some things better than Unity, is Open Source, and being smaller means it has room to grow.

My plan is now to install Godot and begin getting acquainted with its interface and start developing Heropath with it.

Is Heropath a CRPG?

I’ve defined what a Heroic Strategy-Adventure in a previous post and in many ways it looks like what a Computer Role-Playing Game (CRPG) is. So I thought it would be useful to define CRPG and see if Heropath fits in that genre. Here are some of my favourite definitions of what a CRPG is:

A game is a computer RPG if it features player-driven development of a persistent character or characters via the making of consequential choices.Sinister Designs.

A computer role-playing game (CRPG) is an approach to ludic narrative that emphasizes computational simulation of the storyworld over set-piece, “canned” design and narrative elements. The CRPG generally offers the player a much wider field of choice than other approaches, albeit often at the cost of narrative depth and the scope of narrative possibility it affords to the designer.Digital Antiquarian

1. There must be some form of character development, which might include increases in hit points, spell points, experience, levels, attributes, or skills. Basically, the character has to get intrinsically stronger and tougher as you play the game. Improvements in inventory do not count.
2. Combat effectiveness (including accuracy and damage) must be dependent to some degree on character attributes. Again, these could include standard Dungeons & Dragons-style characteristics, like strength and dexterity, or a skill-based system as in Skyrim. Combat effectiveness based solely on inventory or player dexterity with a controller does not count.
3. Characters in the game must have flexible inventories that are not based around solving puzzles. Characters should find some variety of weapons, armor, potions, and magic items during the game, and the player should be able to choose what the character wields and when he uses various items.
CRPG Addict

Western CRPGs & JRPGs: These will be treated as strategy games with an added exploration aspect… Insomnia via Archive.org.

I’ve long believed that CRPGs are fundamentally strategy games where resources are gathered through world exploration from the perspective of the protagonist. So with those definitions being laid out, I’d like to offer my own:

CRPGs are strategy games that emphasize protagonist trait-advancement, tactical combat resolution, inventory management, and world exploration.

So will Heropath be a CRPG given my definition? It won’t be in the beginning.

Heropath will definitely have CRPG elements in later chapters but like all Video Games it will emphasize certain certain motifs to create a distinct presentation. Heropath will differ from CRPGs in the following ways:

  1. You will command larger units in future chapters: CRPGs typically leave out control of larger units like squads, armies, castles, cities, and kingdoms. You visit these things but you don’t usually control them. Heropath eventually will expand to allow you control of more than your avatar.
  2. Dexterity challenge resolution in the beginning chapters: CRPGs can incorporate dexterity/action resolution (known as Action RPGs) and Heropath will follow those games to start with. Defeat of obstacles through character levelling, spells, and defeating monsters will not be Heropath’s initial focus.
  3. Deconstruction of the genre: One of the core design ideas for Heropath is to deconstruct what a CRPG is. I plan to break the genre down to its essential building blocks to savour these ingredients being added over time. I appreciate CRPGs like Challenge of the Five Realms that adopted interesting mechanics like having an end-of-the-world timer and allowing you to recruit groupings of a units. That game feels more like a Heroic Strategy-Adventure because of those added elements.

In summary, Heropath will be start out as a Heroic Strategy-Adventure, but will adopt some CRPG traits as the game advances. While those two genres share aesthetic treatments they emphasize different mechanics which is where I hope to have Heropath distinguish itself.