HOW PLANNED-OUT SHOULD YOUR RPG BE BEFORE YOU BEGIN?
Posts
there are more walls around you, objectively. Because with blank sheet of paper I can put down ANYTHING. In RPG maker, I am limited by the tool and inefficienciency of using the tool vs. writing/typing.
author=LegendaryCreatorauthor=Link_2112Just because you don't understand does not mean it's nonsense.
@LegendaryCreator - You are talking complete and utter nonsense :) kentona has it right.
I understand what you're saying and it absolutely does not apply to game making, well serious games anyway. It might apply to drawing a picture or forming a sculpture but games fall apart without any structure. Not only in how that play, but in how they get made. If you don't plan ANYTHING you will end up with a project that is a complete mess. Unorganized arrays and conflicting events. Been there, canceled that. Several times.
Not everything about game making is pure creativity and "art". A lot of it is straight up math that needs to be properly balanced or your game will suck. Of course, this depends on what type of game you are making. Making an RPG? You need to plan.
Serious question; Do you have any experience making games? or are you like, fresh out of Art school ready to share your knowledge about freeform creativity? That's the vibe I get from you.
edit: aw, he got banne :(
No, I banned his ass, for being a troll and a liar.
...to be fair, though, I might have confused his idiocy with trolling, but I didn't want to take that chance in this case, and so banned him.
...to be fair, though, I might have confused his idiocy with trolling, but I didn't want to take that chance in this case, and so banned him.
Haha, I don't think he figured you'd guys would call him out on just not making sense. So he ran with whatever he was fighting for just because he couldn't stop at that point.
Unless he just really doesn't know how rpgmaker engines work.
Unless he just really doesn't know how rpgmaker engines work.
His post history is a pretty hilarious read. Oh my god that spritesheet transparency request.
Thread = thoroughly derailed
The problem I have with planning is that I've been working on my game for a year now, and have about two dungeons done. This is too much planning. Actually most of it is procrastination, but when I'm not procrastinating, I should be making the game instead of writing about it (or talking on the forums about ideas related to it)
Thread = thoroughly derailed
The problem I have with planning is that I've been working on my game for a year now, and have about two dungeons done. This is too much planning. Actually most of it is procrastination, but when I'm not procrastinating, I should be making the game instead of writing about it (or talking on the forums about ideas related to it)
I've been writing things for A Reason for Magic for a while now...and by a while I mean I've been drawing for about as long :D
(That's a good 3 to 4 years)
However my main project, A.R.F.M Santoo Rinba, has been on my mind for about a year now. I find that my projects grow quite a lot while designing the game. So I'm not too worried about keeping a million notes on how this character will shag another.
But let me bring up one of my greater ideas, December Street. I'm trying to make my magnum opus with this one. So with that, I've been writing small stories once and awhile.
I've put quite a lot of time into DS without ever looking into designing it.
But you could argue that I'm not doing so because working on more than one project is hell.
All I know is that DS is on my mind every other day I'm working on Santoo Rinba :)
Edit: Someone remind me to make a weapon called Kentona's Banishment Hammer.
(That's a good 3 to 4 years)
However my main project, A.R.F.M Santoo Rinba, has been on my mind for about a year now. I find that my projects grow quite a lot while designing the game. So I'm not too worried about keeping a million notes on how this character will shag another.
But let me bring up one of my greater ideas, December Street. I'm trying to make my magnum opus with this one. So with that, I've been writing small stories once and awhile.
I've put quite a lot of time into DS without ever looking into designing it.
But you could argue that I'm not doing so because working on more than one project is hell.
All I know is that DS is on my mind every other day I'm working on Santoo Rinba :)
Edit: Someone remind me to make a weapon called Kentona's Banishment Hammer.
Thanks for the answers guys.
I've decided to go the route of doing lots of planning first. I thought it was going to be boring but I've actually been enjoying it a lot... just brainstorming ideas and then writing them down, and then later thinking of ways to improve on those ideas. It's actually kinda fun.
I haven't gotten very far yet, but I've got some good ideas... they just need to to organized.
I've decided to go the route of doing lots of planning first. I thought it was going to be boring but I've actually been enjoying it a lot... just brainstorming ideas and then writing them down, and then later thinking of ways to improve on those ideas. It's actually kinda fun.
I haven't gotten very far yet, but I've got some good ideas... they just need to to organized.
I think most parts of a game should be planned beforehand apart from dialog, as analysing every single word used could make conversations seem a bit forced.
author=Yellow Magic
I think most parts of a game should be planned beforehand apart from dialog, as analysing every single word used could make conversations seem a bit forced.
I analyse every single word, so that it doesn't seem forced. Dialogue in the medium of RPGs, indie or pro, has historically been subpar. You get smoother dialogue out of a FPS campaign mode than most RPGs.
If the script of an RPG's dialogue is not good enough for actors in film, it shouldn't be good enough for characters in a game. That's my opinion, anyway.
Now I'm not suggesting everyone should focus heavily on dialogue, but I wholeheartedly disagree that you should wing it.
I wouldn't say wing it, per se; having a general idea of where a conversation's heading is pretty necessary, obviously. I'm just not a fan of totally pre-planned dialogue.
EDIT: I mean, when two people talk to each other IRL it's not based off a script or anything. I like to try to emulate that feel, but also think about what the other person would say. Whether it's an effective method of dialogue creation or not...hopefully that's what my next project will reveal.
EDIT: I mean, when two people talk to each other IRL it's not based off a script or anything. I like to try to emulate that feel, but also think about what the other person would say. Whether it's an effective method of dialogue creation or not...hopefully that's what my next project will reveal.
In theory, planning whatever you can realistically expect to actually stay trough play testing will make the game making process smoother. You won't have problems like having to put skills or items or something in an awkward place in the database because there isn't any empty slot where it should go and you have to adjust way to much if you start to move things around. The game making should be better structured with a lot of planning.
In practice however, it may not work that way. Some people fall into the trap of never really getting anywhere if they plan to much and don't start working soon. In addition, sometimes seeing your own ideas in action gives you additional ideas that you wouldn't have though of otherwise.
Find what works for you. If planning a lot means you don't get anywhere, try planning less. If planning just a little means your project will fail because it becomes to messy to work with, plan more. Whatever works for game developer X may not work for you, even if game developer X has made a lot of great games.
In practice however, it may not work that way. Some people fall into the trap of never really getting anywhere if they plan to much and don't start working soon. In addition, sometimes seeing your own ideas in action gives you additional ideas that you wouldn't have though of otherwise.
Find what works for you. If planning a lot means you don't get anywhere, try planning less. If planning just a little means your project will fail because it becomes to messy to work with, plan more. Whatever works for game developer X may not work for you, even if game developer X has made a lot of great games.
Whatever you're comfortable with. Just know that the more you wing it, the most you may have to revise.
(It's that simple, I think.)
(It's that simple, I think.)
I always have a general idea what I want to do, like a very basic story layout. I design as I go for the most part. I can't tell you how many times really good ideas pop into my head that weren't there in the first place.
The funny thing about me is that I've had a good five or so ideas in my head- most being revised and rewritten every once and awhile.
I guess you can say that once a older project is "grown up," and start to go with it and write it down.
I don't tend to do this unless I know I'm gonna work on a project for it. Partly for laziness and partly because I have other projects.
Keeping concepts in my head isn't very hard at all, but writing them into note form is...;.;
I guess you can say that once a older project is "grown up," and start to go with it and write it down.
I don't tend to do this unless I know I'm gonna work on a project for it. Partly for laziness and partly because I have other projects.
Keeping concepts in my head isn't very hard at all, but writing them into note form is...;.;
I didn't read through all the comments, so I apologize if I sound redundant, but I think having a basic framework is always a good thing. You want to get your ideas out of your head and on to a word document so you create a unique and flowing story. I feel that while things in the Database and Events can be created with ease, without some sort of direction in terms of story, developers are on a path to many story revisions as well as flaws in story and character development that could have been avoid had planning been taken into consideration.
@Ashley_Lacure: oh god, no -- database errors are awful to fix once you're in too deep. I'd barely started a project of mine, and I had to reshuffle the entire skill list around after adding a fourth element. I'm still probably gonna have to reshuffle again, now that I realized I an severely lacking in status changing skills.
And then I'll have to look for every instance of those shuffled skills referenced in the project and change it, otherwise I'll fuck up my whole system @___@
Story stuff is easy to fix in comparison, I tell ya! Mainly I'd advise writing everything (and I mean EVERYTHING) down in Excel/Word before even opening up the editor.
And then I'll have to look for every instance of those shuffled skills referenced in the project and change it, otherwise I'll fuck up my whole system @___@
Story stuff is easy to fix in comparison, I tell ya! Mainly I'd advise writing everything (and I mean EVERYTHING) down in Excel/Word before even opening up the editor.























