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Other Game Creation => Game Creation General Chat => Topic started by: Dark_Metamorphosis on November 22, 2012, 06:37:22 PM

Title: Keeping the spirit alive?..
Post by: Dark_Metamorphosis on November 22, 2012, 06:37:22 PM
Well hello there!

First of all I just wanna apologize if this post is in the wrong forum, this is my first post here so I hope you bare with me.

So I recently picked up on making an own RPG game, I have always wanted to make one but my skills are not the best. After serveral hours of work, figuiring out the most basic stuff like event switches and creating cutscenes etc I realized Im truly enjoying crafting my own game..

But recently (mostly after watching and playing some of the projects on here) I figured that Im not gonna have what it takes to make my game the way I want it. I have pictured alot of stuff in my game, but I dont have the knowledge on how I will be able to fulfill it, both visually and on the scale of making it fun.

I know you might wonder what the heck Im talking about right now, but the thing is Im loosing a bit of the joy and spirit about creating my game, since I happen to set the bar a bit too high for me to handle..

It was really a thrill learning all the basics from scratch, and playing around with everything until it actually worked the way I wanted.. but Im pretty much at a crossroad now on how to progress..

Thats why I wanted to get this off my chest, and ask you guys what I should think about when making my first game? What is the most important factors to keep in mind, and how do I keep the spirit alive all the way to a finished game?

In short (sorry for writing a book here) Im just afraid to spend alot of hours, and fail drasticly. Even though Its really really enjoyable, Im afraid of making something Im not happy with, because of my lack of knowledge.

Any tips on the subject? Whats your story from making your very first RPG?, and what do you think is important to keep in mind?

Also, Im using the RPG Maker VX Ace..

Once again, sorry for the book. I just wish someone could help me out here :)
Title: Re: Keeping the spirit alive?..
Post by: Little Psycho on November 22, 2012, 06:56:04 PM
First of all, I'm just going to say that most of us did this. The thing is, you'll never be able to learn everything!

Start of with some basic cliché things if you want to create games people can enjoy. If you don't want others to play through your learning process, then just do whatever you want. If you start of with games where you give the player only the goal of saving a princess or something, it's easy for you to create and put some funny things in it. Other people here can give you some remarks or might even be able to help you with resolving some of the possible bugs left...

If you have some experience with the cliché games, I still don't advice starting on a bigger project. Well, yes, you can but keep in mind that you might have to take a break from that. It's what I'm doing with Duskwind at the moment! I had found a topic on another forum where someone took up challenges from others to achieve higher knowledge on mapping, eventing, databases and even storytelling. This might work for you too.

Never ever EVER forget why you are creating a game. I hope it is because you want people to enjoy it. Even without much knowledge you can create loads of renewing games. Just let your imagination run free and don't over-think it. You can create a completely renewing game with a cliché story if you would just make all important characters to be animals, evil characters or whatever. Look at the pokémon series. I was kind of bugged by yet another "play the trainer" game when they released pokémon ranger and pokémon mystery dungeon. Those games made me retrieve the interest in pokémon, just because I had a different point of view for being the pokémon for once or just being able to call a pokémon without having to capture it...


As for the best advice I can give you:
You will fail in creating successful games but you can never fail at learning!!

Also, do this and it won't fail:
- Don't be afraid to go too far with your fantasy.
- Keep it simple.
- Write down ideas, stories, ...
- Don't work for hours in one go as it will drain your imagination! Take lots and lots of breaks...
- Any word, image or feeling might trigger an idea so keep a notebook with you (or you must be really good in remembering)
- The best games come from themes, start making it with a basic idea in your head and the rest will follow!
- Listen to music and read the lyrics, you might get an idea.
- A game doesn't need to be 700+ hours, 15 minutes can be enough for a complete game!
- Don't stop believing! (Quote by Journey) Especially not in yourself!
- Ask for help, feedback, comments, resources and don't be afraid of criticism...
- Try to create a game from an existing story/book/film...
- HAVE FUN  :yuyu:

Also: Hope this helps!!
And: That's not a book yet ;) I could've continued on explaining, giving examples, ...
Title: Re: Keeping the spirit alive?..
Post by: Dark_Metamorphosis on November 22, 2012, 08:55:59 PM
Thanks for your kind reply :)

The thing is, Everything I have done so far works really nice. I have playtested everything in the game so far and everything works as it should. The thing you said about having others playing thru my learning process is also something that I might fear a bit. I think I have learned alot of neat stuff to make the game enjoyable, making quests and cutscenes and stuff like that.. but I just think that Im pretty bad at making it look good, and have nice game mechanics or systems (like in battle, skills, extraordinary events, and dialouge that grips you.) With the knowledge I have so far, I have no doubt in my mind that I can make a complete game, that works as intended.. but at the same time I want it to be something more.

And I did intend to make a really big project, and I have thought about that too.. I want to make the complete package.. but starting with something simplier might be a better start? The urge of making something grand is what drives me, but going into a big project and It just lacks alot of the stuff that I want in it, might be a bit devestating aswell :P

I have no knowledge about the scripting part, and from what I understand alot of it is required if you want to do something out of the ordinary, or something that is a bit more exclusive..
Yes, you are absolutely right. I guess the reason why I made this post in the first place is that I dont want people to be dissapointed after I have spent so much time working on the project (even if Its only my friends that might be interested in trying it out). I hope that I can distribute the game here later on, but the main reason Im creating the game is because I have alot of fun doing it of course. Just playing thru a game that you have designed completely by yourself is pretty damn cool, I guess most of us in here feels the same way :)

Im usually good at telling a story, and I have alot of imagination (Hope I can say that without it sounding like Im braging, cause thats not my intention whatsoever). But its a bit frustrating when you have alot of neat stuff imagined in your head, and you cant put it on the canvas, if you get my point? xD

It might sound a bit ridicolous, cause this is how things work in general.. you get experience from learning, and the more you learn the better you can work with what you have.. but since Im setting my bar pretty high, I just cant help but feeling a bit frustrated..

I got really inspired by your post though, and it might be the thing that will keep me going and not giving up on my project :)

I might create something smaller for starters, and see what I can make out of it. Im gonna follow your guidelines atleast, thats gonna help me tons Im sure of it! Thanks for taking some time in answering and you just raised my spirit with 200%!, Thansk alot :)

AND finally, I have tons and tons of fun in the RPG maker, I guess Im just jealous of the people that can make such amazing games on their own  :-[

(Still not a book?  ;D)

Title: Re: Keeping the spirit alive?..
Post by: Little Psycho on November 22, 2012, 09:44:26 PM
Nope, still not a book  :drsword:

But here's something. You say that you fear other people playing through your learning process, but you shouldn't.
All I can say about that is that you should just focus on learning and teaching, yes! Teaching.

With everything you make, others can learn new things as well  ;8

Here's what you should do. You have this big idea in mind, right?
Use this guide (http://rmrk.net/index.php/topic,22380.msg281075.html#msg281075) to create a New Project topic in that same board. Other people will immediately give you their thoughts on your idea! Some might even say: "Hey, I could make you a script for that!" or "Do you need music as I may have something in mind...". Others will stay silent until you've put up more info, but they have noticed it as well! The people who read your topic are the people that were interested in the name of your game, they wanted to know what it's all about!!
Oh, yes, it may sound scary to do that and you may think "But others will steal my idea!", but just do it as you will feel great when people tell you how unique, promising or even interesting it sounds. You will get the urge to put something up for them to test as you want the people who like the idea to play and love the game.
And, no, others will not steal your idea as you created the topic and here, on RMRK, is a silent rule that kind of states that you won't steal an idea from anyone else  :ma:

And one last thing, don't be jealous! No-one can make an amazing game on their own. You seem to forget that the people who take interest in it, are the biggest help to them as well  :yuyu:
Title: Re: Keeping the spirit alive?..
Post by: yuyu! on November 22, 2012, 11:03:27 PM
There's a thread that gives tips here: http://rmrk.net/index.php/topic,44309.msg502724.html#msg502724

:drsword:

Perhaps one of the greatest things I've read on how to make games is to not worry too much about if your game idea is cliche or not. Obviously, it helps if it isn't. But really, most games are going to seem cliche at least a little bit, because there are just so many ideas out there. :yuyu: What really matters is the quality of how the game is presented.

To me, the most important factors for a game are story and characters. :ladyj: The story doesn't have to be super original, but adding unique and creative details would be fantastic~ As for the characters, I think its best that they are really in-depth. :drsword: But it really just takes practice! :aco:

Which reminds me...one of the most common issues is that people can't stick to and complete their games. My biggest problem is "biting off more than I can chew". I'd advise you to watch out for making the game more work than fun. :drsword:

And finally, it helps to create an outline for your game, as well as a todo list. :yuyu: Good luck~ I know you'll do fine. ^_^
Title: Re: Keeping the spirit alive?..
Post by: Acolyte on November 23, 2012, 12:08:14 AM
A problem a lot of people encounter, especially first starting out, is making a big romanticized idea in your head about how the game will be and realizing you don't have the time, skill or assets to complete it. Your first completed game will not be the next final fantasy, and you shouldn't aim to make it like one. Don't think of big sweeping storylines and intricate gaming mechanics. Think small. (This isn't to say you shouldn't save the idea for when you have more experience. Just don't try to tackle it right out of the gates.)

My first game was a father/mother (there was a gender choosing gimmick. ::)) looking for his/her lost son in a cave. It was a very short game with no battles, just puzzles. It was kinda crappy, but that's not the point. My point is, a very short, but polished and enjoyable game can be much better than an overblown cliche story with 50 hours of gameplay that isn't even all that fun or nice to look at. Quality over quantity is always the best rule of thumb. Of course, that isn't to say that you should spend 3 hours on one map, but that's getting into another different sort of problem about perfectionism and stuff.

Really, the best advice is to just have fun with it. Try to challenge yourself, but not so much that you get too frustrated with it.

Oh, and this probably belongs in Game Creation General Chat, just an fyi.
Title: Re: Keeping the spirit alive?..
Post by: Little Psycho on November 23, 2012, 08:12:15 AM
My first game was about a horse that had to save the kingdom from a wicked witch who had stolen all food... And, yeah, the horse could speak to humans and animals. One of the quests was to find the monkey's lost banana and to return a gypsy to her crystal ball. But it was a funny game that people enjoyed!!
Title: Re: Keeping the spirit alive?..
Post by: Ryosis on November 23, 2012, 09:11:35 AM
Acolyte and co. are pretty spot-on. When I was first starting out, I made the rookie mistake of trying to make my own Morrowind clone; as you can imagine, it didn't work out so well.

Really, I cannot stress enough the importance of baby steps. Start out as small and basic as possible until you get the hang of how things work in an RPG, e.g. story flow, character development, etc. Find your strengths and improve on them, but acknowledge and try to improve upon your weaknesses as well, and push your limits without going overboard. Before you know it, you'll be making the next Quintessence or Twice Upon a Hero.

Good luck, and welcome to the community!
Title: Re: Keeping the spirit alive?..
Post by: Dark_Metamorphosis on November 23, 2012, 07:07:50 PM
First off, I wanna thank you all for the replies! Really appreciate it  ;8

From what I can tell, it seems like Im not alone in wanting to make something grand when you are just starting out. Even though I can feel in the back of my mind that Its not a good idea, I cant help on still wanting to do it  ;9

I think that I will keep the idea I have, and try out something small to start with and see how it works. I will also try and put up a description of my idea on that thread later, and see if people are interested. But mainly I want to thank you all, the other day I felt like just giving up on this, but Im gonna keep trying and let it be what it is for now. The ideas, and the tips you guys gave me are priceless, and they were just what I needed!

And ye, Im sorry for posting in the wrong thread.. I thought that was the case so I apologize. Im going to check all the thread categories in depth now so I can scan out where I shall post in the future.

And lastly Im happy I joined here, seems like a really cool place to hang out at :)

Title: Re: Keeping the spirit alive?..
Post by: yuyu! on November 24, 2012, 02:02:19 AM
And ye, Im sorry for posting in the wrong thread.. I thought that was the case so I apologize. Im going to check all the thread categories in depth now so I can scan out where I shall post in the future.

It's really no big deal. ^_^

And lastly Im happy I joined here, seems like a really cool place to hang out at :)

We're glad to have you! :ladyj: We like new people who are nice~
Title: Re: Keeping the spirit alive?..
Post by: Ryosis on November 24, 2012, 06:41:33 PM
Oh yes, I knew there was something I forgot to add yesterday.

I'm not sure if this phenomenon is restricted to, well, me, but something I find helps to keep me interested in a project is to kind of...wing it, I suppose? What I mean is work out a rough outline of your game, and fill in the details as you go along.

For me personally, working from a rigid, set-in-stone outline kind of robs me of the creative spark that I rely on. Using the above method, I never really lose it, and it helps to keep me focused and interested in what I'm working on.

Like I said, I doubt this is a universal principle, but it's worth a try if you're up to it.
Title: Re: Keeping the spirit alive?..
Post by: yuyu! on November 25, 2012, 02:36:35 AM
^ I totally agree with that one :ladyj:

It's always good to make a little outline, but its always good to keep the creativity flowing. For sure, I get bored whenever I plan out too much, lol. ;9
Title: Re: Keeping the spirit alive?..
Post by: Dark_Metamorphosis on November 25, 2012, 04:12:45 AM
I might sound silly now.. but could you explain a little further, on what you guys mean by a outline?
Does it involve the mapping process, or is it just for the project in general?

The picture I get from the word outline is more or less a small foundation that the project is built upon, and then you use your creativity along this "foundation" to build it solid? If that made any sense at all?
Am I anywhere near the point you guys are trying to make, and if not could you give me some refreshments in the matther?

Im totally new to this, so guidelines that I can work with would make everythinga bit brighter. For now Im writing down ideas for my storyline on paper, and trying to figure out in what kind of way I will present my first main character..
Title: Re: Keeping the spirit alive?..
Post by: yuyu! on November 25, 2012, 04:30:43 AM
Pretty much just a storyline, like a class paper...or a book! :drsword: I always organize my games/stories by chapters...even if I don't outright make it a "chapter" game, its good for organization. :ladyj:

Very Brief Example:

1. Prologue (Intro): Main hero finds a sacred spoon. This begins our journey. Hero embarks on the quest inscribed on the sacred spoon's mantel...he must destroy the evil demonic fork! But first, the hero must destroy the 3 agents of evil, whom empower the demonic fork!
2. Chapter 1 (Body1): Hero takes out agent spaghetti noodle.
3. Chapter 3 (Body2): Hero takes out agent chicken finger.
4. Chapter 4 (Body3): Hero takes out agent ravioli. (awful examples, but hey!)
6. Epilogue (Conclusion): Our hero has an epic battle with the demonic fork! The hero realizes that one cannot have a spoon without a fork...nor a fork without a spoon. With their differences set aside (by a royal butt whooping from our hero) the fork agrees to combine forces with the spoon. Thus, the almighty spork is born.

THE END.

lol :V
Title: Re: Keeping the spirit alive?..
Post by: Little Psycho on November 26, 2012, 08:30:08 AM
Well, an even rougher outline is what I do... And it usually doesn't work  ::)

I'm starting here and do this...
My ending should be this!

And GO!  :tpg:
Title: Re: Keeping the spirit alive?..
Post by: yuyu! on November 26, 2012, 11:58:00 PM
Sometimes I'm too organized. ;9

I flip shit when things don't go according to plan sometimes, too. D:
Title: Re: Keeping the spirit alive?..
Post by: Dark_Metamorphosis on November 27, 2012, 02:41:34 AM
Pretty much just a storyline, like a class paper...or a book! :drsword: I always organize my games/stories by chapters...even if I don't outright make it a "chapter" game, its good for organization. :ladyj:

Very Brief Example:

1. Prologue (Intro): Main hero finds a sacred spoon. This begins our journey. Hero embarks on the quest inscribed on the sacred spoon's mantel...he must destroy the evil demonic fork! But first, the hero must destroy the 3 agents of evil, whom empower the demonic fork!
2. Chapter 1 (Body1): Hero takes out agent spaghetti noodle.
3. Chapter 3 (Body2): Hero takes out agent chicken finger.
4. Chapter 4 (Body3): Hero takes out agent ravioli. (awful examples, but hey!)
6. Epilogue (Conclusion): Our hero has an epic battle with the demonic fork! The hero realizes that one cannot have a spoon without a fork...nor a fork without a spoon. With their differences set aside (by a royal butt whooping from our hero) the fork agrees to combine forces with the spoon. Thus, the almighty spork is born.

THE END.

lol :V

So more or less a story from the start to the end I guess? :P And hey those were not awful examples, I had a good laugh reading that hahaha! I can tell you are good at making up stories, just randomly coming up with something like that, haha! Well I got most of the story covered, It might be a bit cliche and such but I think I can work something out. And I guess I should just make the outline small, so I can come up with new things while Im working? My biggest problem will be to go in depth with my characters, and find the dialouges to keep them interesting.. Guess it takes practice to do that, but I will try my best really :)


I hope all of you will take a look at the stuff I will put up at a later date, and give me some feedback on it :)

Title: Re: Keeping the spirit alive?..
Post by: yuyu! on November 27, 2012, 03:55:31 AM
Awww I'm glad you liked it~ xD

Good luck! I look forward to seeing your progress. ^_^
Title: Re: Keeping the spirit alive?..
Post by: Little Psycho on November 27, 2012, 08:09:16 AM
I wants to play games!!
Title: Re: Keeping the spirit alive?..
Post by: Dark_Metamorphosis on November 28, 2012, 05:30:24 PM
I wants to play games!!

I hope you will try my demo out at a later date and give me some feedback! :D I have done around 20 maps so far, and 2 quests..

Awww I'm glad you liked it~ xD

Good luck! I look forward to seeing your progress. ^_^

Thank you :) I hope I will be able to put up some information next week, and even a demo at a later date!

Another thing I might bring up now that I think about it..
While working on my project, I have noticed that Im not working very organized at all..
I have noticed that I work on different things everytime I start my RPG maker, like I start mapping and doing events, and then I start working on a skill for a character the other second.

It seems like a pretty bad idea, and I would like to hear if you guys have some experience from this too?
Is it better to complete all the maps, then add the events, work on the skills, enemies etc.. so I complete on thing at the time?

As it is now, I have some maps with all events added, some skills done for the characters but it all seems a bit clustered.. since I have all the original enemies, items and skills still added in the tabs, since Im really unsure about damage formula and skills.. With everything clustered like this, Its pretty hard to keep focusing on one thing at the time..

I hope I made sense in the post, Im a bit tierd today, sorry for that  :ma:
Title: Re: Keeping the spirit alive?..
Post by: bluntsword on November 28, 2012, 07:15:46 PM
Work with a reward system.

What's the thing you like doing the most? Mapping? Eventing? Database? Leave that for after you set a goal with a part you dislike.

I hate database. I enjoy mapping and eventing. So, I set a goal like: I will get x number of items made and then I'll map for awhile. Or I will get so and so's armor created, and then event this scene I want to do.

It'll help you get projects done and be a little organized since you're setting goals!
Title: Re: Keeping the spirit alive?..
Post by: Dark_Metamorphosis on November 28, 2012, 07:57:00 PM
Work with a reward system.

What's the thing you like doing the most? Mapping? Eventing? Database? Leave that for after you set a goal with a part you dislike.

I hate database. I enjoy mapping and eventing. So, I set a goal like: I will get x number of items made and then I'll map for awhile. Or I will get so and so's armor created, and then event this scene I want to do.

It'll help you get projects done and be a little organized since you're setting goals!

Im more like you, I enjoy creating events and quests the most, cutscenes etc. The thing I really avoid at the moment is creating skills and enemies, cause those are the once Im most unsure about at the moment (and the skills takes alot of time since I animate them all by myself). Im pretty unsure about how the damage formulas work, and Im a bit afraid of making the skills way to powerful, I guess thats why I avoid them a bit too.

But I think that I still need to add some items and such because of my events or quests, but I guess I could add them without being to sure about which armors/weapons I want to have, and add them at a later date..

The most annoying thing though is that I have both the original animations, charsets, enemies etc and some custom made which presents a really unorganized image of the project.. and it removes some of my focus..

Title: Re: Keeping the spirit alive?..
Post by: Wiimeiser on November 28, 2012, 10:56:08 PM
My main problem is lack of resources- Why has no one even attempted my requests yet? I've looked everywhere for outback, candyland, beanstalk, theme park and ski resort tilesets, and all I can find is people rehashing the same Tolkein fantasy theme over and over. I know VX has really limited tilesets and VXA is barely a year old, but that's no excuse, by all accounts I should've seen something, even for 2K or XP, by now.

EDIT: On a mostly related note, why is it people only really make resources for XP? Does the VX style really suck that bad?
Title: Re: Keeping the spirit alive?..
Post by: bluntsword on November 28, 2012, 11:00:17 PM
Wiimeiser, patience is key in requesting resources. People are busy and may not be able to fulfill your request. Plus, it's just a request. Unless you're willing to pay someone, you'll just have to wait.

Sorry no one has stepped up, but that's just how it is sometimes.
Title: Re: Keeping the spirit alive?..
Post by: yuyu! on November 29, 2012, 12:23:01 AM
Wiimeiser, patience is key in requesting resources. People are busy and may not be able to fulfill your request. Plus, it's just a request. Unless you're willing to pay someone, you'll just have to wait.

Sorry no one has stepped up, but that's just how it is sometimes.

+rep :ladyj:
Title: Re: Keeping the spirit alive?..
Post by: bluntsword on November 29, 2012, 02:19:42 AM
Wiimeiser, patience is key in requesting resources. People are busy and may not be able to fulfill your request. Plus, it's just a request. Unless you're willing to pay someone, you'll just have to wait.

Sorry no one has stepped up, but that's just how it is sometimes.

+rep :ladyj:

Well thanks! Back on topic:

I like to write down ideas. History, background, possible plot points. Sometimes being organized just means getting the thoughts on paper!
Title: Re: Keeping the spirit alive?..
Post by: Little Psycho on November 29, 2012, 04:08:56 PM
I wants to play games!!

I hope you will try my demo out at a later date and give me some feedback! :D I have done around 20 maps so far, and 2 quests..
GIMME TEH LINK!!!!!!
Please?? Can I haves????????  ;9
Title: Re: Keeping the spirit alive?..
Post by: Dark_Metamorphosis on November 29, 2012, 05:11:36 PM
GIMME TEH LINK!!!!!!
Please?? Can I haves????????  ;9

Hehe well I havnt put anything up yet, but I plan to post in the new Project thread later on when I have some things organized. Im not sure if I want to put up the things I have done so far, and I need to write down everything for my "New project" thread. Might put up the demo there at a later date, with lots of other information as I go along. So Ill make sure to link to that thread to you when Its up ,if you want me too of course!  ;D

Title: Re: Keeping the spirit alive?..
Post by: Little Psycho on November 29, 2012, 06:33:16 PM
GIMME TEH LINK!!!!!!
Please?? Can I haves????????  ;9

Hehe well I havnt put anything up yet, but I plan to post in the new Project thread later on when I have some things organized. Im not sure if I want to put up the things I have done so far, and I need to write down everything for my "New project" thread. Might put up the demo there at a later date, with lots of other information as I go along. So Ill make sure to link to that thread to you when Its up ,if you want me too of course!  ;D


A project thread is enough for me to give some feedback already!! Also, claim the second post in the topic for updates or whatever, always useful!!
Some screenshots can get you loads of feedback as well ;)
Title: Re: Keeping the spirit alive?..
Post by: Dark_Metamorphosis on November 29, 2012, 07:07:27 PM
A project thread is enough for me to give some feedback already!! Also, claim the second post in the topic for updates or whatever, always useful!!
Some screenshots can get you loads of feedback as well ;)

Im gonna take some time to really get the project thread down, and try put up as much information as I have at the moment, including screenshots :)
Im really thankful for the link you provided me, on guidelines on making a project thread. Gonna use it alot when I start making my own! And by the way, how will I be able to claim the second post? Do you mean so I can edit that post when I have new information and such?
Title: Re: Keeping the spirit alive?..
Post by: yuyu! on November 29, 2012, 11:11:30 PM
And by the way, how will I be able to claim the second post? Do you mean so I can edit that post when I have new information and such?

Yessir! :> After posting your main thread post, you should make a post saying "reserved" or something. :drsword:

I've heard that helps, too~
Title: Re: Keeping the spirit alive?..
Post by: Adorkable on December 06, 2012, 09:07:54 AM
I personally wouldn't worry about 'skills' so much for a first game. The maker is WYSIWYG for the most part and you can make a great game without having to know advanced formulas.

I would just focus more on originality. Have original spell names, original characters, don't copy off Final Fantasy (unless it's a FF themed game, and first games probably shouldn't be that anyway), make your own music.

When you turn a cliche on its head (like say what Buffy did, ie the general thought 'women are weaker' and thus gave them super powers, etc.) - it makes people wake up and think of something new. You don't have to be weird just to be weird, but new ideas make ppl think of new things.

Though a solid foundation is also important. Have a city/world that's relateable and likeable. My english teacher once told us to be 'pithy.'
Title: Re: Keeping the spirit alive?..
Post by: Dark_Metamorphosis on December 13, 2012, 07:28:31 PM
I personally wouldn't worry about 'skills' so much for a first game. The maker is WYSIWYG for the most part and you can make a great game without having to know advanced formulas.

I would just focus more on originality. Have original spell names, original characters, don't copy off Final Fantasy (unless it's a FF themed game, and first games probably shouldn't be that anyway), make your own music.

When you turn a cliche on its head (like say what Buffy did, ie the general thought 'women are weaker' and thus gave them super powers, etc.) - it makes people wake up and think of something new. You don't have to be weird just to be weird, but new ideas make ppl think of new things.

Though a solid foundation is also important. Have a city/world that's relateable and likeable. My english teacher once told us to be 'pithy.'

Im a bit lost according to the skills as it is.. I dont have any clue on how I will balance my game. To be honest, math was my least favourite subject in school, and I have never been a bright student when it comes to formulas and such. I guess my only chance for a balance game will be to playtest alot, and to scale the skills by adding a.atk x random number - b.def or something.. Im making my own animated skills and the once I have done so far is turning out pretty ok.

The story of my game, might be a bit cliche, focusing on one specific person that has the most amount of impact on my worlds fate, but with a little twist that I hope will be kind of interesting. The story is also centered along an ancient civilization, that you will get to know about as the game moves on. That is the base of my story so far, but inbetween I will do my best to add some originality and to keep my world very dynamic when it comes to the people living there and so on.

Im working on my story for now, and the world that my game will take place in. Adding laws, culture and beliefs for the different locations in my game. Im also working on adding some backstory up to the events that the current world is facing.

But balancing my game will be my biggest issue for sure..

While Im at it, I sure could use some opinions on how you guys build up dialouge, with the information that you created for your characters. My characters will be very different from eachother, and have seperate viewpoints on the world they live in, and this will lead to alot of tension between my characters. Thats the basics I have so far, and I hope I can build something decent around that guideline.

 
Title: Re: Keeping the spirit alive?..
Post by: LoganF on December 13, 2012, 08:05:57 PM
Im a bit lost according to the skills as it is.. I dont have any clue on how I will balance my game. To be honest, math was my least favourite subject in school, and I have never been a bright student when it comes to formulas and such. I guess my only chance for a balance game will be to playtest alot, and to scale the skills by adding a.atk x random number - b.def or something.. Im making my own animated skills and the once I have done so far is turning out pretty ok.

If you aren't too sure what effect changing the formula will have, or don't want to go through tests to ensure balance in custom formulas, you could still make a few interesting skills that deal damage based on HP, MP or level, for example. These can be used to create skills that are a bit different, and are quite predictable on the damage they will deal.

So a skill which deals damage based directly on your current HP might look like:

Code: [Select]
#Deals 50% of current HP as damage
a.hp / 2
#or a.hp * 0.5 if you don't like divide

or maybe it deals damage based on how much HP is lost:

Code: [Select]
#Deals the difference in Max HP and current HP as damage
a.mhp - a.hp

Same could be done with MP. You'd want to set variance to 0 if you want the damage to be exact and not influenced by random modifiers. It's a shame that the quick formula thing is a little lacking and doesn't really reflect the things you can do with custom formula.

Another thing you could do, is get someone who has an idea about those things to help you out with skill design and balancing.
Title: Re: Keeping the spirit alive?..
Post by: bluntsword on December 15, 2012, 03:27:06 AM
You know disturbed, I wish I could show my first couple of projects for rpg maker (*cough* 95 *cough*). Quite frankly they were terrible. From what I see of your mapping skills you have no reason to worry about creating a game you won't be proud of. And, in the end, that's the goal anyways.
Title: Re: Keeping the spirit alive?..
Post by: Dark_Metamorphosis on December 16, 2012, 12:02:01 AM
If you aren't too sure what effect changing the formula will have, or don't want to go through tests to ensure balance in custom formulas, you could still make a few interesting skills that deal damage based on HP, MP or level, for example. These can be used to create skills that are a bit different, and are quite predictable on the damage they will deal.

So a skill which deals damage based directly on your current HP might look like:

Code: [Select]
#Deals 50% of current HP as damage
a.hp / 2
#or a.hp * 0.5 if you don't like divide

or maybe it deals damage based on how much HP is lost:

Code: [Select]
#Deals the difference in Max HP and current HP as damage
a.mhp - a.hp

Same could be done with MP. You'd want to set variance to 0 if you want the damage to be exact and not influenced by random modifiers. It's a shame that the quick formula thing is a little lacking and doesn't really reflect the things you can do with custom formula.

Another thing you could do, is get someone who has an idea about those things to help you out with skill design and balancing.

That sounds nice, I guess Its easier to estimate how much the damage your skills will deal with that kind of system right? At the moment I think I have a bit too high numbers as it is (in skill damage), along with the stats. What is your opinion on the stat system, is it better to have weapons that will increase the stats alot, and have a lower stat progression for the characters? At the moment my stats are doubled from the default swordmaster stat retribution. I like high numbers, as you might see so I want my skills to deal lots of damage, and my enemies to have higher hp. And lastly, is that hp formula viable for enemies aswell?

I have thought about asking someone that is more experienced with balancing aswell, hopefully I might find someone that can help me out a bit on that :)


You know disturbed, I wish I could show my first couple of projects for rpg maker (*cough* 95 *cough*). Quite frankly they were terrible. From what I see of your mapping skills you have no reason to worry about creating a game you won't be proud of. And, in the end, that's the goal anyways.

I hope you are right, and Im grateful for the kind words! And you are absoluteley right, thats the goal indeed :)


As a little bit of an update:

Im working on the final parts for puting up my new project thread, just need to take some more screenshots and present some of the characters. I hope I can get some feedback on there when Its up :)
Title: Re: Keeping the spirit alive?..
Post by: LoganF on December 16, 2012, 01:06:47 AM
That sounds nice, I guess Its easier to estimate how much the damage your skills will deal with that kind of system right? At the moment I think I have a bit too high numbers as it is (in skill damage), along with the stats. What is your opinion on the stat system, is it better to have weapons that will increase the stats alot, and have a lower stat progression for the characters? At the moment my stats are doubled from the default swordmaster stat retribution. I like high numbers, as you might see so I want my skills to deal lots of damage, and my enemies to have higher hp. And lastly, is that hp formula viable for enemies aswell?

I have thought about asking someone that is more experienced with balancing aswell, hopefully I might find someone that can help me out a bit on that :)

Those will do the same for enemies. So if an enemy uses that same skill, the damage dealt will be their MaxHP - CurrentHP (ex: 12000MaxHP, 6000HP will deal 6000 damage). Because of the high numbers involved, it might better to make a copy of the skill and change the formula to balance it out. Or, make it a skill that is only used at certain times so that the player has chance to recover (failing to recover would lead to death but that's fine, that's their fault).

With the formulas, the "a.hp" or a stat based on "a" means the attacker (the one using the skill). "b" is the defender (the one being targeted). In the case of an attack which hits more than one, it's each targets individual stats.
Title: Re: Keeping the spirit alive?..
Post by: Dark_Metamorphosis on December 19, 2012, 05:12:52 AM
Just wanted to say that my first New Project thread is up. So feel free to check it out if you want, and tell me what you think :)

Thread can be found here:
http://rmrk.net/index.php/topic,47396.0.html