[HN Gopher] RPG in a Box
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       RPG in a Box
        
       Author : skibz
       Score  : 284 points
       Date   : 2025-05-10 08:52 UTC (4 days ago)
        
 (HTM) web link (rpginabox.com)
 (TXT) w3m dump (rpginabox.com)
        
       | Buttons840 wrote:
       | This is built on Godot: https://godotengine.org/showcase/rpg-in-
       | a-box/
        
         | braggerxyz wrote:
         | By looking at the screenshots I thought this looks a lot like
         | Godot. So there is my answer ;)
        
         | dandellion wrote:
         | It looks like it's mostly self-contained and it doesn't seem to
         | have a clear way to leverage Godot, which is a pity. It uses
         | it's own script language, own resources, etc. It'd be really
         | interesting to have something like this, and have full access
         | to Godot, use shaders, custom nodes, plugins like LimboAI,
         | Beehave, etc.
        
           | lewispollard wrote:
           | If it's a Godot "game" then it should be pretty easy to mod
           | that kinda stuff in, there are plenty of tools to do so.
        
           | garylkz wrote:
           | They do provide ability for users to export the project as
           | Godot 4 if needed.
        
       | 90s_dev wrote:
       | Seeing stuff like this makes me so excited! Partly because I love
       | game engines and making games, and partly because it becomes more
       | evidence to me that programmers will really like my project when
       | I finally release it! Hopefully next Monday!
        
         | 90s_dev wrote:
         | If the author is here:
         | 
         | > It's similar to some other languages, like Lua, and is very
         | easy to pick up if you have knowledge of basic programming
         | concepts.
         | 
         | Why not just use Lua or one of the forks like Luau?
        
           | tosmatos wrote:
           | I'd thought they would keep GDScript since it's built on
           | Godot, especially since you can export your projects to Godot
           | afterwards. Not really that bad of a problem since GDScript's
           | easy to pick up
        
       | dang wrote:
       | Related:
       | 
       |  _RPG in a Box: A grid-based, voxel-style game engine built on
       | Godot_ - https://news.ycombinator.com/item?id=37502218 - Sept
       | 2023 (21 comments)
        
       | deafpolygon wrote:
       | They should take advantage of viral marketing: "I heard you like
       | game engines, so here's a game engine in a game engine."
        
         | kace91 wrote:
         | Sorry to be the one to tell you, but that meme is at this point
         | older than many gamers themselves.
        
           | pessimizer wrote:
           | 2004(!)
        
       | qmr wrote:
       | I wonder how it compares to RPGMaker.
        
       | freetime2 wrote:
       | My first thought on seeing the RPG in a Box homepage is that the
       | graphics don't really do anything for me. Maybe it's just
       | nostalgia having grown up playing Final Fantasy games for SNES,
       | but when it comes to graphically simple games, I find that pixel
       | art graphics resonate much more with me. So I would probably lean
       | more toward RPG maker if I wanted to make an RPG.
       | 
       | But then I had a look at the community showcase [1], and it's
       | really impressive what people are doing. I've played a lot of
       | Minecraft, and have experienced genuine awe and terror in those
       | environments. And some of the community showcase screenshots
       | definitely give me that same immersive feeling that I get in
       | Minecraft, and which pixel art games don't really offer.
       | 
       | I just had a look in the forums and it looks like you can do
       | pixel art games in this engine, too. [2]
       | 
       | So I guess my advice is to maybe highlight more of the community
       | creations on the homepage as well as first-person worlds.
       | 
       | Anyway, any tool that encourages and enables creativity is
       | awesome. This is very cool!
       | 
       | [1]
       | https://www.reddit.com/r/rpginabox/comments/1hqx3h4/im_so_gr...
       | 
       | [2] https://rpginabox.com/forum/d/547-the-twilight-isle/8
        
         | johnnyanmac wrote:
         | >So I would probably lean more toward RPG maker if I wanted to
         | make an RPG
         | 
         | That may be a part of why they chose to take a 3d approach
         | instead. RPG Maker has 20 years of iteration, so it's pretty
         | hard to compete in that space. It's already a bit difficult as
         | is to stand out in a 2D space to begin with.
         | 
         | Meanwhile, 3D is still a hard problem and Voxels give that
         | flexibility to make assets by hand that fit into an overall
         | game.
        
           | koonsolo wrote:
           | Hey, developer of RPG Playground here, and I agree with you.
           | 
           | My platform has moderate success (multiple games released
           | each day), but to compete with RPG Maker means being 10x
           | better. I was hoping to grab some of that market, but
           | marketing wise it's incredibly difficult.
        
             | jamalaramala wrote:
             | Blender had moderate success when it was closed source, but
             | not enough to pay its development, so it was going to die.
             | 
             | After its creator raised EUR100,000 to release it under the
             | GPL, Blender became the leading open-source 3D tool it is
             | today.
             | 
             | And they make enough money from recurring donations,
             | service subscriptions, merchandise, conferences and
             | trainings.
        
               | koonsolo wrote:
               | Blender is great, I also use it. It's a nice example on
               | how a non-developer tool is successful with open source.
               | 
               | There are/were plenty of open source RPG makers, but they
               | never gained any real traction.
               | 
               | I considered open sourcing my product in the past (did so
               | with a previous game), so maybe one day. I still have
               | some big things planned :).
        
               | mkesper wrote:
               | I think Blender was (and still is) exceptionally good at
               | community building. Just freeing your product might not
               | get you enough traction by itself.
        
               | popcorncowboy wrote:
               | Clearly you are unfamiliar with the process. Step 1, open
               | source project. Step 2. Step 3, profit.
        
               | Suppafly wrote:
               | >Just freeing your product might not get you enough
               | traction by itself.
               | 
               | Plus not everyone wants to give their product away. I see
               | that advice all the time here and reddit and other
               | places, "just opensource it" as if that's a solution to
               | every problem a creator might have. I even saw it on a
               | gamedev subreddit where a guy was asking how to make more
               | money and people were saying to make it opensource, as if
               | making it free would somehow increase sales for him.
        
               | johnnyanmac wrote:
               | Blender itself is also over 20 years old. And it
               | struggled a lot even when opt source until several things
               | came together at once. A mix of a UX overhaul, autodesk
               | pissing off the community, and outreach yielding fruit as
               | corporations experimented with adoption.
               | 
               | I'm not sure if we had that perfect storm in game engines
               | yet. Unity fumbled big time, but Godot wasn't quite
               | mature enough to fully take advantage of that
               | opportunity.
        
         | vanderZwan wrote:
         | I guess the showcase is all stills mainly because it's a
         | collection of screenshots shared on the forum, but I really
         | would like to see the engine in motion! I'm not demanding great
         | animation or anything. I get that individual passion projects
         | are limited in their time and energy budget, and he voxel
         | graphics editor looks intentionally minimalistic. But it would
         | still feel more alive.
        
         | Max-q wrote:
         | There's a new generation that played Minecraft when they where
         | kids, so a new generation of nostalgia ;)
        
         | jamalaramala wrote:
         | You'll probably love [TIC-80](https://tic80.com/).
        
         | nottorp wrote:
         | > it's just nostalgia having grown up playing Final Fantasy
         | games for SNES
         | 
         | What did Nintendo do to you people? I've grown up playing very
         | pixelated games on the ZX Spectrum but I have zero nostalgia
         | for those graphics.
        
           | kubb wrote:
           | It's because the art for these games was so good, it didn't
           | feel like the hardware was a limitation, more like it just
           | had a particular style.
           | 
           | I'm currently playing Octopath Traveler 2 and it completely
           | recreates this feeling, the art is beautiful and very
           | pixelated.
        
             | nottorp wrote:
             | Well, at least the Nintendo nostalgia is saving me money
             | since I can't even look at fake pixelated graphics when I
             | look for new indie games to play.
             | 
             | This is not the only way to do low budget graphics. Too bad
             | very few creators realize it.
        
         | Kiro wrote:
         | The community showcase makes it look all over the place and
         | hard to understand what it is (is it just another engine?). I
         | love the current graphics on the homepage though. I'm also sure
         | it's a good choice for their target audience who probably knows
         | RPG Maker but want to make it 3D, which is in fact nostalgic
         | since they probably grew up with Minecraft etc.
        
       | chrismorgan wrote:
       | Five megabytes for the acorn64 rotating box, because it's a GIF.
       | And a bad GIF that can't play at its intended speed for most of
       | its rotation, and so has speed jitters (without delving: I
       | presume it's due to format limitations, as it looks to be using
       | more than 256 colours; see also
       | https://www.biphelps.com/blog/The-Fastest-GIF-Does-Not-Exist).
       | Ugh. `ffmpeg -i acorn64.gif acorn64.mp4` shrinks it to under
       | 350kB, looking about the same except that it now plays smoothly.
       | And will use a lot less power.
       | 
       | (I noticed this because the page was loading unreasonably slowly
       | for unclear reasons. In cases like this, a GIF <img> has a worse
       | failure mode than <video>.)
        
       | matt3210 wrote:
       | Uh is this a AI thing?
        
       | the_real_cher wrote:
       | This is not a rocket propelled grenade startup
        
         | wsc981 wrote:
         | Thanks, the title had me confused.
        
           | the_real_cher wrote:
           | Same, got a little excited at first
        
           | Kiro wrote:
           | I honestly feel bad for anyone primarily associating RPG with
           | weapons and not the beautiful world of role-playing games.
           | You're missing out.
        
             | __turbobrew__ wrote:
             | Have you ever shot an RPG? You're missing out.
        
         | animuchan wrote:
         | And they don't put stuff in boxes either! What an enormous
         | clickbait.
        
         | jhbadger wrote:
         | I'm more surprised nobody's brought up RPG, the classic
         | ptogramming language (which, like COBOL, isn't as dead as you
         | might think)
         | 
         | https://en.wikipedia.org/wiki/IBM_RPG
        
           | kayge wrote:
           | When I saw the headline I was definitely hoping for some fun
           | new tool for the IBMi server I maintain, but I knew the
           | chances were slim :)
        
       | thomasfl wrote:
       | We humans are story telling species. RPG in Box is what got my 12
       | year old son interested in programing. Not python. Not AI. My son
       | wants to tell stories and let others experience his stories.
       | Programing is just a means to an end.
        
         | dazzawazza wrote:
         | When I give short talks at schools about game dev I try to make
         | it super clear that we are all born game designers. We all make
         | up games as children and a large part of that is story telling.
         | 
         | Every child has seen a face in a cloud and 'designed' something
         | outside of themselves. This is where teachers are amazing.
         | Teachers know how to nurture that against the pressure of
         | society crushing it.
         | 
         | It was python+pygame that got one of my kids to learn to
         | program and minecraft modding that got another to learn.
         | Neither code now but that wasn't the point.
        
           | lukan wrote:
           | "Every child has seen a face in a cloud and 'designed'
           | something outside of themselves. This is where teachers are
           | amazing."
           | 
           | Hm. My teachers rather stopped me from looking outside the
           | window to see faces in the clouds and placed me on a seat far
           | away from any window so I could fully focus on the less
           | interesting topics at hand, that society demands that I know.
           | (Yet when I was succesfully done with all that schools, I
           | found that I learned very little of practical value from my
           | higher education anyway)
        
             | sevensor wrote:
             | There is a middle school in my town that was built with no
             | windows, in the 1970s. For this innovation, it won a design
             | award. The roof leaks terribly.
        
               | pepdar wrote:
               | Sounds like Smithsburg Middle School in Maryland.
        
           | thadt wrote:
           | A few years ago I took a class of middle schoolers through a
           | simple game dev course and rarely have I seen a group of kids
           | so motivated. Using microStudio[1] they built the story, art,
           | music, gameplay, and levels - I only helped a bit with the
           | code. They kept asking about it long afterwards, so I
           | eventually threw it up on a static site: http://uprag.quest
           | (warning - flashy jump scares)
           | 
           | [1] https://microstudio.dev
        
         | ar_lan wrote:
         | I think humans can have different motivations. For your son, it
         | seems to be this.
         | 
         | When I was 12, I originally wanted to make video games, but
         | found that I just loved building things and felt like
         | programming was a magical toolbox. For me, it's not a means to
         | an end, but the journey I actually like - I'm a builder, not a
         | storyteller.
        
       | khazhoux wrote:
       | I'm very happy that there are modern equivalents to Adventure
       | Construction Set! Seems like that idea was lost for decades.
        
       | q2dg wrote:
       | No open source, no fun
        
         | aloisdg wrote:
         | Yes especially when it is build on free and open source
         | software. Of course they don't have to, but it is always
         | better.
         | 
         | As a user I wont dedicate myself to a software, the community
         | can't fork. Like the enshitiffication risk is far to high.
        
           | dmd wrote:
           | Linux is free and open source software. Should everything
           | built on Linux be free?
           | 
           | gcc is free and open source software. Should everything
           | compiled with gcc be free?
           | 
           | apache is free and open source software. Should every website
           | be noncommercial?
        
             | krapp wrote:
             | >Linux is free and open source software. Should everything
             | built on Linux be free?
             | 
             | Yes.
             | 
             | >gcc is free and open source software. Should everything
             | compiled with gcc be free?
             | 
             | Yes.
             | 
             | >apache is free and open source software. Should every
             | website be noncommercial?
             | 
             | Yes.
        
               | dmd wrote:
               | Well, I suppose that's a philosophy!
        
               | GuinansEyebrows wrote:
               | Say what you want about the tenets of Free Software,
               | dude. At least it's an ethos.
               | 
               | * this is a movie reference please don't come for me
        
       | 2d8a875f-39a2-4 wrote:
       | Clicked expecting some sort of 3d printed rocket-propelled
       | grenade launcher.
       | 
       | TFA is not that.
        
       | jamalaramala wrote:
       | Looks like a really nice and polished project!
       | 
       | A note to the author -- if you ever considered going open source,
       | you could use the same strategy used by Ton Roosendaal to open
       | source Blender:
       | 
       | In July 2002, Ton launched a campaign called "Free Blender" to
       | raise money (100,000 EUR) directly from the community. To
       | everyone's surprise and delight the campaign reached the goal in
       | only seven short weeks.
       | 
       | In October 2002, Blender was released under the GNU GPL.
       | Roosendaal created the Blender Foundation to manage development,
       | and the project kept growing from there. Today, Blender is one of
       | the most popular 3D creation tools, used by professionals,
       | hobbyists, and even studios.
       | 
       | Being free and open source allowed Blender to power countless
       | creative projects, including the 2025 Oscar-winning film Flow.
       | 
       | This would've been much harder if the tool had stayed behind a
       | paywall.
        
         | noduerme wrote:
         | This is a great comment. It's notable that this is a possible
         | path to mutual success.
         | 
         | But on the other hand, $100k seems like quite a small one-time
         | payout for a huge amount (obviously years) of effort, unless
         | someone has exhausted all other plans to continue trying to
         | compete with established software by commercializing their
         | project.
        
           | jamalaramala wrote:
           | Yes, $100K was a relatively small sum -- but the company that
           | owned the rights was going bankrupt, and Blender was going to
           | die.
           | 
           | For a lucrative game, a reasonable value would be 2 to 4
           | years of earnings.
           | 
           | For example: if the product makes $10K/month:
           | $10k x 36 (a mid-range multiple) = $360,000
           | 
           | With this amount, the author would have at least 3 years of
           | headway, with a much larger open source community.
        
         | Suppafly wrote:
         | >In July 2002, Ton launched a campaign called "Free Blender" to
         | raise money (100,000 EUR) directly from the community. To
         | everyone's surprise and delight the campaign reached the goal
         | in only seven short weeks.
         | 
         | Seems like he should have set a higher goal.
        
       | braggerxyz wrote:
       | This looks a lot like Godot to me. So I would rather go with
       | Godot instead. But nevertheless this looks like an awesome tool,
       | less friction for creating story driven games is a good thing.
       | Maybe I give it a try.
        
       | crawsome wrote:
       | I'm having a very rewarding experience doing this mostly from
       | scratch in Gamemaker using Claude.
       | 
       | When I see apps like this, I get the fear that it has those RPG
       | maker vibes where all the games will be same-y. That Roblox /
       | minecraft kind of lack of uniqueness that makes for a great mod-
       | game, but it always harkens back to the same patterns you use in
       | the game engine that start to bother gamers like me.
       | 
       | I'm working on a pixel RPG in gamemaker right now, using Claude
       | as help, and I've developed a reasonably complex classic pixel
       | RPG in less than a few weeks. I still had to constantly correct
       | claude, but it was more often 10 steps forward and one step back.
       | My whole engine and experience is mostly done, and now it's the
       | fun part of designing the world.
       | 
       | I almost have an entire sheet of custom sprites I plan on
       | offering as well.
       | 
       | I wouldn't trade my experience for some out of the box thing
       | where I don't own a lot of the game's core content.
        
       | Rooster61 wrote:
       | Hugged to death, it looks like
        
       | hungryhobbit wrote:
       | Inventing your own programming language for your personal project
       | is a TERRIBLE idea, and will likely doom the project in the long
       | run.
       | 
       | Languages require a huge amount of support, and you're going to
       | be way too busy building an RPG maker to properly support a whole
       | language. That means you're just going to wind up with a shitty
       | unsupported custom language no one wants or knows how to use.
        
         | alexjplant wrote:
         | Wouldn't Lua be the classic/obvious choice for this application
         | since it has such inertia [1]? I remember RPG Maker supporting
         | Ruby back in the day but a lot has changed in the past 20
         | years...
         | 
         | [1]
         | https://en.wikipedia.org/wiki/Category:Lua_(programming_lang...
        
           | krapp wrote:
           | In a better universe Godot went with Lua instead of GDScript.
        
         | simplify wrote:
         | Terrible idea how so? You just said it's a personal project.
         | What's the harm in learning and doing what you want? :)
        
         | tbrownaw wrote:
         | > _Inventing your own programming language for your personal
         | project is a TERRIBLE idea, and will likely doom the project in
         | the long run._
         | 
         | It's something that everyone should do at least once, ideally
         | on a hobby project where it wouldn't be _that_ hard to rip it
         | back out if needed.
        
       | korse wrote:
       | I was expecting a creative solution for shipping rocket propelled
       | grenades. I am sorely disappointed.
        
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