TIPS ON MAKING A GOOD GAME MORE QUICKLY?
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Hmm, if we aren't just talking about RMN games then I'd say if you want to make a good game quickly you need just one good unique idea. Everybody can make yet another RPG with default assets, but it isn't actually good, it's just generic and boring. But if you have that one game idea that basically can't even be put into any existing genre, you can work around that and make a good game out of it pretty quickly. Of course the idea already needs to have limited effort in mind. Story and graphics are main time eaters, so consider the game to not have a story and require you only to draw a minimal amount of graphics.
Well you could even do that with RPG Maker actually, make a game without any dialogue and limited graphics. You could make something like a board game with it. Limitations imposed by the engine are actually helpful because they help you planning small and having ideas.
If we are talking about RPGs with a story only, then think of a smaller scale. This is what Craze often does. Instead of having a world, the whole game just plays inside a village or a castle. Be creative.
Yume Nikki was also made with RPG Maker and didn't have any dialogues by the way. That means a ton less effort than if you're doing "an epic RPG".
Well you could even do that with RPG Maker actually, make a game without any dialogue and limited graphics. You could make something like a board game with it. Limitations imposed by the engine are actually helpful because they help you planning small and having ideas.
If we are talking about RPGs with a story only, then think of a smaller scale. This is what Craze often does. Instead of having a world, the whole game just plays inside a village or a castle. Be creative.
Yume Nikki was also made with RPG Maker and didn't have any dialogues by the way. That means a ton less effort than if you're doing "an epic RPG".
Not really, on the Yume Nikki thing. It would have taken just as much, if not more work, due to having to replace typing with eventing in the correct poses for the situation. Yes, words were done away with but poses and the like were added, which, in and of themselves, took time to create. It's about as much time getting the timing right and setting up an event with various poses as it is writing down a line or two of dialogue. ;p
Here's what I recommend.
Look at your schedule and see how much time you have available in a given day and divide that up into parts such as, programming, pixel art, level design, and so on. A Project management tool or a simple excel worksheet can work wonders.
If you're just starting your focus should be on framework, lower workings, and gameplay, then you can build upon that framework you created for a larger game and thus creating chapters in scenes in mere hours vs days if you're coding everything scene by scene.
The key here is time management, you will learn that quickly in college.
Look at your schedule and see how much time you have available in a given day and divide that up into parts such as, programming, pixel art, level design, and so on. A Project management tool or a simple excel worksheet can work wonders.
If you're just starting your focus should be on framework, lower workings, and gameplay, then you can build upon that framework you created for a larger game and thus creating chapters in scenes in mere hours vs days if you're coding everything scene by scene.
The key here is time management, you will learn that quickly in college.
author=Liberty
Not really, on the Yume Nikki thing. It would have taken just as much, if not more work, due to having to replace typing with eventing in the correct poses for the situation. Yes, words were done away with but poses and the like were added, which, in and of themselves, took time to create. It's about as much time getting the timing right and setting up an event with various poses as it is writing down a line or two of dialogue. ;p
It's true that drawing animations takes longer than writing dialogues, however if you don't have a story, you aren't forced to finish it. In a game like Yume Nikki you always have the chance the just finish it within a day while if you start telling some kind of story, you will be forced to tell it until the end (while you could suddenly stop it at some point, it's usually noticable by the sudden ending or lack of quality towards the end - usually leading to bad reviews).
















