What is "RPG in a Box"?
RPG in a Box is designed to be a set of tools for easily creating 3D grid-based, voxel-style role-playing and adventure games—everything you will need for building and sharing your own game, all packaged together in a box, so to speak! This "box" will contain an assortment of editors (centered around a map editor and a voxel editor) that will allow you to make your game the way you want. I will be striving to make the software user-friendly so that no knowledge of programming, computer graphics, or modelling will be required, all while still maintaining as many customizable aspects as possible so that your game can be unique.
This is a single-person project that I spend a lot of my spare time on, and I am extremely dedicated to seeing this through to becoming a fully-featured tool. While the first release of RPG in a Box was about a year ago in June of 2015, over the past 7 or 8 years I have worked on various iterations of the idea on and off and it is something I am very passionate about. At this point in time, I have some of the base functionality implemented, and I would like to gauge interest from the community and gather feedback and suggestions to help drive the project by way of a limited "Founder's Access" period on Itch.io, followed by Early Access on Steam. You will always be free to distribute or sell your games made with RPG in a Box - no strings attached. I would just ask that you send me a link so I can see what you have created!
RPG in a Box is currently being developed using Godot, an open source MIT licensed game engine.
I've always had a lot of interest in PC games, particularly CRPGs (computer role-playing games). Growing up, I was into game series such as Ultima, Might & Magic, The Bard's Tale, and Phantasie. As far as console RPGs go, I really enjoyed the Shining series on the SEGA Genesis, specifically Shining in the Darkness, Shining Force, and Shining Force II, as well as Dragon Quest VIII on the PS2 and 3D Dot Game Heroes on the PS3, the latter of which provided some visual inspiration. The mechanics of these games, in addition to other more recent RPGs such as Neverwinter Nights, Diablo, and Dragon Age, have always been intriguing to me. The idea of creating a map editing tool and implementing systems for inventory management, combat, and dialogue is exciting (and probably why I am still working to accomplish my goal after so many years of rework without getting burnt out). Programming has always been a hobby of mine ever since my dad introduced me to BASIC on our Commodore 64, and this gives me the opportunity to combine that interest with my interest in RPGs to create a tool that will in turn allow others to create!