It’s no secret that I’m a nerd. Obviously I must be, since my main job is running anime conventions. I love anime, video games, manga, and all that fun nerdy stuff.
So, since I am also a computer programming, that must mean I’m interested in game design, right? Well, duh! Many people got into the world of programming after wanting to build their own games. In fact, I built my first “video game” 20 years ago on a free website hosting platform (Tripod/Angelfire, if anyone remembers those days).
Well, for the next 15-20 years, I didn’t really work on any game design or development. Until now! I’m back to work on a project that means a lot to me – a project that I hope will help a lot of other people make games, including myself.
Introducing the pre-alpha, ie version 0.0.2, of RPG Studio FX!
I wrote some hyperbole that maybe RPG Studio FX could be the Rust answer to GoDot.
This is where RPG Studio FX comes into play, a platform I’ve been developing to bridge my passion for game design with my expertise in computer programming. The choice of Rust as the foundational language for this project wasn’t arbitrary. Rust’s performance, safety, and concurrency capabilities make it an ideal candidate for building a game development tool that’s not just efficient but also robust and secure.
RPG Studio FX is designed from the ground up to cater to the needs of RPG creators, offering a powerful editor equipped with features that simplify the complexities involved in game development. The use of WebAssembly (WASM) means that anything developed on RPG Studio FX can run directly in the browser, offering unparalleled accessibility and ease of use.
The editor itself is a testament to the flexibility I wanted to provide users. With panels dedicated to editing entities, maps, and layers, RPG Studio FX offers an intuitive interface that caters to both novice and experienced game developers. This level of detail ensures that users can fine-tune every aspect of their game, from the overarching narrative down to the minutiae of character interactions and environmental designs.
One of the standout features of RPG Studio FX is its ability to export games to JSON files. This feature not only makes it easy to share and distribute games but also opens up a world of possibilities for integration with other platforms and tools. It’s a step towards creating a more open and interconnected game development ecosystem where creators can easily build on each other’s work.
At this stage, RPG Studio FX is still in its infancy, and there’s a long road ahead. The decision between open sourcing the project or pursuing a commercial route is still pending. Each path offers its own set of opportunities and challenges. Open sourcing could foster a vibrant community of contributors, while commercialization might provide the necessary resources for sustained development and support.
As for the comparison to Godot, while aspiring, it’s important to remember that RPG Studio FX is still finding its footing. The ambition to create a Rust-based competitor to Godot is lofty, but it’s a challenge I’m eager to tackle. Whether RPG Studio FX becomes a “Godot killer” or carves out its unique niche in the game development world, the ultimate goal remains the same: to provide a powerful, user-friendly platform that empowers creators to bring their RPG visions to life.
Looking ahead, the potential for RPG Studio FX to integrate with or complement ecosystems like Bevy is particularly exciting. Such collaborations could further enhance the platform’s capabilities, making it an even more versatile tool for game development.
As I continue to develop RPG Studio FX, I’m driven by the desire to create something truly special for the game development community. The journey from a nerdy passion for anime and games to developing a game creation tool has been long and filled with learning. With RPG Studio FX, I hope to give back to the community that has inspired me so much, helping others realize their game development dreams just as I’m realizing mine.
As for a roadmap, some things I still need to finish include: (1) making entities editable directly in the interface, (2) making it easy to switch between game maps, and (3) building in a sprite/art editor right into the platform. Once those 3 items are done, we may well be looking at a full alpha release!