I posted it elsewhere a while ago, but my license to 3DS Max expired. I was using it for some character animations, and environment modeling. Since then, Blender was what I used for my personal projects. I recently got into Pro Builder tools for Unity, and itās like a much simpler 3DS Max but already in-engine! My favorite part is the much-desired grid snapping for 3d objects. The Smol RPG dungeons can get as complicated as I wanted them to now.Ā
The next demo for Smol RPG will be the Dungeon Demo. I had a crazy idea to do procedural generation, but for a game like this the handmade touches are really important.
Examining older RPGs like Wizardry, Daggerfall, Ultima, Breath of Fire, Suikoden II,Ā Valkyrie Profile and more recent ones like World of Final Fantasy, Final Fantasy XIII, and Final Fantasy XV has helped me to put my work in perspective. Smol RPG is still intended to be āsmolā. The goal is to learn each part of an RPG and combine it into a short one that I would love to play over and over again.