LITTLE EFFORTS IN YOUR RPG GO A LONG WAY... RIGHT?
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I know from a seasoned RPG players standpoint, I like to see when people go the extra miles on the little things. For example when the character enters a door, have the door move. When you open a treasure, show an animation of what you got. Even add a little sound effect when you find a key item. I'm not by any means suggesting someone to over do it with every single little detail. I'm just saying it's nice to see someone trying to create something with extra love, because even if story is less then good you'll have SOMETHING to enjoy. How do you all feel on this? Do extra little tid bits make or break a game for you?
It's funny you made this now, just last night I was working on my super secret project and I've been thinking about the little details on the map.
Just to add some life, I'm adding some birds flying off screen as you enter the map and thinking about some other little things that add to the environment.
I personally like seeing it! I also think it's always worth the effort!
Just to add some life, I'm adding some birds flying off screen as you enter the map and thinking about some other little things that add to the environment.
I personally like seeing it! I also think it's always worth the effort!
author=InfectionFiles
It's funny you made this now, just last night I was working on my super secret project and I've been thinking about the little details on the map.
Just to add some life, I'm adding some birds flying off screen as you enter the map and thinking about some other little things that add to the environment.
I personally like seeing it! I also think it's always worth the effort!
Great minds think alike lol, but yeah. Over the last few days I took a few hours to create some battle animations that will pop up when you open a treasure. At first I didn't know if it would make that much of a difference, but it really kinda did.
When you mentioned the bird flying off, I right away thought of Chrono Trigger when you're running around in the fair. Now that's a game that went the extra mile. I understand it's a commercial game, but still.
If you can help it, I think it's a good rule to never have a static map when possible. I realize not everything has to have some small details that animate or move, etc.
You definitely don't want to overdo it, like you said.
Chrono Trigger is an excellent example of having areas full of life!
You definitely don't want to overdo it, like you said.
Chrono Trigger is an excellent example of having areas full of life!
I haven't played the game myself, but many players state that part of the charm of Earthbound series is adding all those little things that are minor but immersive - from Paula not having full PP when joining due to using a Psi Technique in a cutscene up to
The Bicycle producing a unique sound for driving through puddles, which is only doable after beating the game.
Little things definitely add a lot. For example one of my favorites is that weird symbol that appears in Majora's Mask's Clock Tower that only reappears again in Ikana Castle. Does that mean Ikana had a hand in constructing Clock Town? Maybe.
Yes, the little things are quite important. They are usually what separate "RPG Maker games" from "Professional games", I mean it's usually how I can tell an RPG that doesn't use the default assets is indie, because those often lack those details. So if you want your game to feel professional and make people think "This game could easily match one of those SNES RPGs", you will need to have all those little things in your game.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
This is the kind of thing I'll leave out when making areas or cut scenes, and then go back and add later if I get time. You'll end up with the same game without it, it just will look a little less polished.
These kinds of efforts definitely do have an impact on the player, but I'll note that they're generally not so "little," since what you're looking at is not the time investment to add one extra tidbit, but to apply that level of investment consistently across the game. It's not for nothing that these elements appear much more in commercial games which can distribute the labor across a large number of team members.
With a good code structure you can make it with less effort... like all treasure chests call the same script that automatically drawn the item picture from the description and shows that picture popping out of the treasure chest.
It's harder if you use an engine which doesn't supports such things and you have to do it for each and every chest manually.
@LockeZ
The problem with that "tactic" is that I've seen plenty of developers that were so tired of their game the time they "finally" finished it that they ended up just never doing the "polish" at the end (despite having said they will do it when the game core is done) and just released the game never to touch it again.
I think it's better to first make a demo of your game, one town, one dungeon, a bit of the world map and then polish it to perfection before continuing.
It's harder if you use an engine which doesn't supports such things and you have to do it for each and every chest manually.
@LockeZ
The problem with that "tactic" is that I've seen plenty of developers that were so tired of their game the time they "finally" finished it that they ended up just never doing the "polish" at the end (despite having said they will do it when the game core is done) and just released the game never to touch it again.
I think it's better to first make a demo of your game, one town, one dungeon, a bit of the world map and then polish it to perfection before continuing.
The 'little things' definitely ARE impactful, as its been said a few times already. The easiest thing to do is to have a set system of 'little details' you apply throughout the entire process, like Desertopa said, that way, it's easy to remember and program, it's more of a copy paste effort, and it makes your game 'yours' as opposed to a 'right out the box' feeling.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=RyaReisender
@LockeZ
The problem with that "tactic" is that I've seen plenty of developers that were so tired of their game the time they "finally" finished it that they ended up just never doing the "polish" at the end (despite having said they will do it when the game core is done) and just released the game never to touch it again.
I think it's better to first make a demo of your game, one town, one dungeon, a bit of the world map and then polish it to perfection before continuing.
Yeah, but it's polish. It helps the game, but it's not vital. It's better to get sick of the rest of the development and not have time for polish than to get sick of polishing it and not have time to finish the core development.
author=RyaReisender
I'd rather have a perfectly polished demo than a non-polished finished game (as creator).
I have to side with RyaReisender on this one. A short but sweet demo is better for demonstrating what you're capable of as well as not consuming as much of your audience's time as compared to something that they would have to replay in its entirety if they want the full experience (once you've gone back to polish). You could choose to not release the full but unpolished game until you go back and polish all the parts, but you might be cutting yourself short of potential feedback as a developer.
Then again, you might want feedback on a certain game system played out over a longer time span, something that a short n' sweet demo couldn't provide. And this is more assuming that the 'polish' includes stuff like graphic assets, better mapping etc. You really shouldn't leave bugs in your game for very long especially if they are known bugs because further down the road, they may become more and more troublesome and potentially harder to debug. Basically, you should squash your bugs as soon as you can, and removing them should not be considered 'polish', just good programming habits.
I do this all the time when making the maps for my games. Probably explains why I take around 40 mins for a small ( 25x25 ) map and anything between 4-6 hours for a large ( 60x60 + ) map. And I do not parallax. Naturally, towns take a bit longer. I actually spend a good bit of time trying to get the tint just right if it's a new one I'm experimenting with. I love making my maps look alive. I just wanna suck the player into the game's world. :D
And I do like a polished end product ( says the person who gets so many buggy reports from her testers. XD Silly passability issues... ). Oh well, one can but try... ><
And I do like a polished end product ( says the person who gets so many buggy reports from her testers. XD Silly passability issues... ). Oh well, one can but try... ><
author=RyaReisender
I think it's better to first make a demo of your game, one town, one dungeon, a bit of the world map and then polish it to perfection before continuing.
If game creators do that, chances are they'll stop and won't even finish the game...
author=eplipswichauthor=RyaReisenderIf game creators do that, chances are they'll stop and won't even finish the game...
I think it's better to first make a demo of your game, one town, one dungeon, a bit of the world map and then polish it to perfection before continuing.
Yes, but then they'd at least have a fully polished demo to show others what they are capable off.
Still better than a finished game you didn't have motivation to polish in the end and is consequently worse than what you actually could do.
author=Rya
Yes, but then they'd at least have a fully polished demo to show others what they are capable off.
What if their goal is to make a finished game and they don't really care what others think of them?
Yes, polish is important, but learning the fundamentals and developing the skills and discipline to make a product from start to finish is ultimately more important, as you can learn and grow and make more games, and get better and better at them, but having a bunch of unfinished demos is pretty much the 'just getting the tip in a little bit' of development. Not very satisfying and leaves everyone disappointed.
Learn the vitally important mindset and skill of making something from start to finish first. Your magnum opus can wait.
Yes, if you don't care what others think about your game, than only what YOU want matters (which can be any of the two, you might want to see how much you can do or you want to just finish a game no matter what).
You also go through all the fundamentals of game development if you do a completely polished demo, though. As long as it includes everything - a town, a field map, a dungeon, dialogues, battles.
Alternatively you can just plan a really small scope project with a good message. Then you can do both, finish it and polish it.
You also go through all the fundamentals of game development if you do a completely polished demo, though. As long as it includes everything - a town, a field map, a dungeon, dialogues, battles.
Alternatively you can just plan a really small scope project with a good message. Then you can do both, finish it and polish it.
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