RPG DESIGN CHECKLIST?
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As the title says, I'm wondering if there is a checklist or flowchart on making an RPG Game. My problem is that I get into making a project and get overwhelmed early on because I do not know what to do next. Guess what I am asking for is a step-by-step guide on how people on this website do it. Thanks!
Don't try to finish everything right away, like, don't "finalize" any part of what you're doing, really. That's probably the most common mistake that RPG Maker users do, and I know because I've done it a million times. Most professional games don't have all the assets finalized until they're a lot closer to release than you'd expect.
Everyone approaches game creation a different way. Some prefer to get mapping out of the way first, then event in everything and after that do the databasing.
Others prefer to database, map then event. Still others do a bit here or there, in order of the story and even still others have no real set path when they do anything, just following their gut feeling or doing that which interests them first then leaving the 'boring bits' until the end.
Pizza is right that saying something is finished before the game itself is finished isn't the best way of doing things, but neither is leaving everything open all the time. The key is finding a way to say "this is done, but I can come back to change it a little if I need to".
Personally I'm one of the 'Start with the intro and move through the story' types, though I've dabbled in the 'mapping done then eventing' method. But what I really start with is the Database - I clear it out to begin with (Bar skills and animations because they're useful to keep to begin with - for calculations and examples) and work out hero stats, possible skills, items, armour, weapons and what-not.
But, yeah, there really is no set way.
Others prefer to database, map then event. Still others do a bit here or there, in order of the story and even still others have no real set path when they do anything, just following their gut feeling or doing that which interests them first then leaving the 'boring bits' until the end.
Pizza is right that saying something is finished before the game itself is finished isn't the best way of doing things, but neither is leaving everything open all the time. The key is finding a way to say "this is done, but I can come back to change it a little if I need to".
Personally I'm one of the 'Start with the intro and move through the story' types, though I've dabbled in the 'mapping done then eventing' method. But what I really start with is the Database - I clear it out to begin with (Bar skills and animations because they're useful to keep to begin with - for calculations and examples) and work out hero stats, possible skills, items, armour, weapons and what-not.
But, yeah, there really is no set way.
Basically you should focus on having something fairly completed and playable before you try to fine tune and perfect it into the coolest compilation of Rudra graphics this side of Treasure of the Rudras.
To me, a lot of the process of making any game is shitloads of forethought. Like, I feel that you have to be able to see the game in your head, in detail, before you really start getting into it, you know? I've found that just winging something fails 101% of the time.
But what do I know? Nothing I've ever made has been longer than 2 hours. (Or completed!)
To me, a lot of the process of making any game is shitloads of forethought. Like, I feel that you have to be able to see the game in your head, in detail, before you really start getting into it, you know? I've found that just winging something fails 101% of the time.
But what do I know? Nothing I've ever made has been longer than 2 hours. (Or completed!)
Start a side project to help you test ideas/coding/battles. This'll help you familiarise yourself with the engine and iron out major problems in a separate environment. Flexibility is key, don't get too stuck on an idea or plot point if it's not working. Throwing away an idea or concept is sometimes the best thing you can do. Don't jump into the deep end straight away, practice with simple ideas and get a feel for it. Complexity is developed from simplicity; you wouldn't build the second floor to a house without being confident the foundations of the building are safe and will support anything on top of it.
Keep an external document or series of notes planning out the basics of your game, your story, some of the main characters, key events and plot points and work from there. You could use flow charts to plan out major plot or character arcs and see how they fit together and see what effect switching the order might have.
Graphically I tend to use place-holders for characters/monsters when testing battles or dungeon/map design. When designing a map drawing the overall layout first is a better idea than focusing on each small part of it at a time otherwise you'll find yourself getting boxed in. I had this problem for a while and I had to keep changing the size of the map and if you discover the map isn't as interesting as you'd hoped or is no longer necessary you haven't lost as much.
I always clear the database completely other than the default animations so I can start fresh and add things as they are needed. I tend to leave space for future items to be clustered together. For skillsets I label who they're for especially if there's multiple versions for enemy/player skills.
The key thing is keep testing how each aspect of your game works on their own and in relation with each other before you start inventing complex systems and plots and replacing all your placeholders in case you have to scrap something.
Keep an external document or series of notes planning out the basics of your game, your story, some of the main characters, key events and plot points and work from there. You could use flow charts to plan out major plot or character arcs and see how they fit together and see what effect switching the order might have.
Graphically I tend to use place-holders for characters/monsters when testing battles or dungeon/map design. When designing a map drawing the overall layout first is a better idea than focusing on each small part of it at a time otherwise you'll find yourself getting boxed in. I had this problem for a while and I had to keep changing the size of the map and if you discover the map isn't as interesting as you'd hoped or is no longer necessary you haven't lost as much.
I always clear the database completely other than the default animations so I can start fresh and add things as they are needed. I tend to leave space for future items to be clustered together. For skillsets I label who they're for especially if there's multiple versions for enemy/player skills.
The key thing is keep testing how each aspect of your game works on their own and in relation with each other before you start inventing complex systems and plots and replacing all your placeholders in case you have to scrap something.
1) Own RPG Maker.
2) Explore everything RPG Maker has in it.
3) Try to make a simple map and a set of events. Anything you don't understand you can look up.
4) Once you understand the program you can start making a game.
5) Make a world: start with one map and build your story from there. You can always change the characters and the story as you go to fit the world you are creating.
6) Collect resources as needed.
7) Test your game all the time to make sure there are no bugs.
If you want to finish your game, start with the stuff you don't like doing. If you want to enjoy making your game, start with the stuff you like doing.
I'd say that, for a role-playing game, the setting and story need to be strongest. If those aren't developed enough, the game won't have those key elements which tie role-playing games together.
After that, anything can be worked on, because everything else will tie into those two aspects of the game. The playing of the game creates the meaning for the story and setting.
After that, anything can be worked on, because everything else will tie into those two aspects of the game. The playing of the game creates the meaning for the story and setting.
I usually start with making "story flowchart" using free application called dia. This way I have main plot points planned out so I won't get stuck with story (details are filled as I go so it's possible that two different people would make game that is bit different in terms of dialogs or location design, even if plot would be largely similar.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
It doesn't necessarily matter whether you start with story or gameplay; the important thing for starting any work is to have a solid idea what you're planning on making.
If your idea is a narrative, you should probably start with the story planning, and let that inform the mechanics and design on the gameplay. If your idea is a mechanic (say, "a magic system that relies on combos," or "mucking about with equipment options"), it's probably better to start noodling with that and making all the bits work together before bothering with an actual story. (In this case, the story should be informed by the mechanical bits.)
There's not really a one-size-fits-all list; you just need to figure out what your destination is, then make a set of directions that work for you. You'll probably start figuring out what needs to get done while you work on each part.
If your idea is a narrative, you should probably start with the story planning, and let that inform the mechanics and design on the gameplay. If your idea is a mechanic (say, "a magic system that relies on combos," or "mucking about with equipment options"), it's probably better to start noodling with that and making all the bits work together before bothering with an actual story. (In this case, the story should be informed by the mechanical bits.)
There's not really a one-size-fits-all list; you just need to figure out what your destination is, then make a set of directions that work for you. You'll probably start figuring out what needs to get done while you work on each part.
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