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We should all unite and make an indies team composed of RPG maker games. We could create games beyond the barriers of RPG MAKER and instead go onto android, ios, psn, and xbox live. But of course we need people who are skilled programmers, coders, composers, etc. Although I've seen a lot of people with those type of skills on here. I personally think we could make a great team and finish games quickly if we worked together.
I thought this was going to be a discussion based on the Suikoden series, and how it handles multiple-character techniques. Maybe some discussion about making skills that take multiple characters to execute in respect to RPG Maker. That would probably be filed under a Game Design & Theory, thread, though.
Anyway, more direct to the topic at hand. What are you contributing towards this effort that you speak of?
*Edit: Everything you need to know about Xand (that Link is probably referring to) can be found here.
Anyway, more direct to the topic at hand. What are you contributing towards this effort that you speak of?
*Edit: Everything you need to know about Xand (that Link is probably referring to) can be found here.
author=Marrend
I thought this was going to be a discussion based on the Suikoden series, and how it handles multiple-character techniques. Maybe some discussion about making skills that take multiple characters to execute in respect to RPG Maker. That would probably be filed under a Game Design & Theory, thread, though.
Anyway, more direct to the topic at hand. What are you contributing towards this effort that you speak of?
*Edit: Everything you need to know about Xand (that Link is probably referring to) can be found here.
My sprite work of course, I have other talents as well. I LOVE SUIKODEN!!!!
Yeah...
The tough part of such a project is to find people who:
1. Share the ambition
2. Are willing to put their own projects on hold
3. Value every other teammate enough to want to be part of the group
4. Can commit and contribute relatively quickly
5. Don't mind working for free
6. "Insert 10+ other conditions here"
It's already hard enough for a single designer to commit and be motivated with their own projects. Even you have 4 cancelled games out of 5.
Unless you do this with close friends or have tons of money to throw at competent and serious people, such a project is far from likely to happen.
The tough part of such a project is to find people who:
1. Share the ambition
2. Are willing to put their own projects on hold
3. Value every other teammate enough to want to be part of the group
4. Can commit and contribute relatively quickly
5. Don't mind working for free
6. "Insert 10+ other conditions here"
It's already hard enough for a single designer to commit and be motivated with their own projects. Even you have 4 cancelled games out of 5.
Unless you do this with close friends or have tons of money to throw at competent and serious people, such a project is far from likely to happen.
author=jin69
My sprite work of course, I have other talents as well.
Exemplify. In other words, don't tell us that you can do so-and-so. Show us that you can do so-and-so!
Anyway, I was looking at the games you, personally, have made. They have all gone into cancellation? I'm not sure how long they've been that way, but, this is not a particularly good sign of ability to see a project through to the end. Which would, naturally, give some people 'round here a bit of pause.
What I recommend for you at this moment is to take one of those old projects to work on, and finish it. There's even an event that centers around this very purpose! Even if you can't finish something within the context of the event, that's okay. You'll still be building skills, and maybe even getting your name out there in the process.
author=Marrendauthor=jin69Exemplify. In other words, don't tell us that you can do so-and-so. Show us that you can do so-and-so!
My sprite work of course, I have other talents as well.
Anyway, I was looking at the games you, personally, have made. They have all gone into cancellation? I'm not sure how long they've been that way, but, this is not a particularly good sign of ability to see a project through to the end. Which would, naturally, give some people 'round here a bit of pause.
What I recommend for you at this moment is to take one of those old projects to work on, and finish it. There's even an event that centers around this very purpose! Even if you can't finish something within the context of the event, that's okay. You'll still be building skills, and maybe even getting your name out there in the process.
Hey man don't judge me and criticize me! My computer crashed and I lost all my work, what else am I suppose to do but cancel? And I was working solo which is very hard to do! That's why this whole site should turn into a gaming company that focuses on making RPG games. It was just an idea.
author=Avee
Yeah...
The tough part of such a project is to find people who:
1. Share the ambition
2. Are willing to put their own projects on hold
3. Value every other teammate enough to want to be part of the group
4. Can commit and contribute relatively quickly
5. Don't mind working for free
6. "Insert 10+ other conditions here"
It's already hard enough for a single designer to commit and be motivated with their own projects. Even you have 4 cancelled games out of 5.
Unless you do this with close friends or have tons of money to throw at competent and serious people, such a project is far from likely to happen.
Yes Avee, you bring up some good points. People on here go solo and most of them have amazing talents which go to waste. We could be making games after games if we had everyone together, but its just an idea.
I think it's quite rude of you to say that people working solo waste their talents. They are creating the games they want to see created. The way you word that makes it seem as though others' work has no worth and that they should instead be doing what you want them to do. That's more than a little arrogant.
There's nothing stopping you from asking to team up with others. We have community games that are being and have been created. Perhaps join one of them - Wyrm Warriors is still looking for mappers.
Secondly, Marrend wasn't criticising you. He was telling you the truth - people aren't likely to take you seriously if you've never completed a project, no matter the reason why.
RMN is not a company. We are all independent members with our own ideas, thoughts and dreams about the games we create. That's great, because it means the content of our games are different, unique to ourselves, and quite frankly I doubt any of us would be here if the place were a fucking conglomerate that forced people to work when the main reason for being here is FUN.
Now, I'm just going to quote something I wrote ages ago because it's semi-relevant.
Lastly, as to your old projects - we are currently running a 'Raise the Dead' event where the idea is to bring life back to an old game. Whether that be using the ideas to create a new game or reviving old demos is up to the creator but if you're serious about making something of worth, perhaps you could look into proving your dedication and actually finishing something that you've started in the past.
There's nothing stopping you from asking to team up with others. We have community games that are being and have been created. Perhaps join one of them - Wyrm Warriors is still looking for mappers.
Secondly, Marrend wasn't criticising you. He was telling you the truth - people aren't likely to take you seriously if you've never completed a project, no matter the reason why.
RMN is not a company. We are all independent members with our own ideas, thoughts and dreams about the games we create. That's great, because it means the content of our games are different, unique to ourselves, and quite frankly I doubt any of us would be here if the place were a fucking conglomerate that forced people to work when the main reason for being here is FUN.
Now, I'm just going to quote something I wrote ages ago because it's semi-relevant.
If you want to take the short-cut route of raising your own team - and let me tell you, it's not much of a shortcut, but hey! it's freer than paying someone to work for you - try making smaller games, helping others out with their projects, doing some of the small community contests and learning what you can. You'll get your name out there and if people know you they'll feel better about helping you.
Of course this can backfire quite a bit if you don't have the better connection that getting to know others over a longer period will give you. Of course, just because you are close friends with others doesn't mean that you'll get a finished product out of all of your work. Some people don't like taking orders and like to be in charge, some may disappear for a time and others may just not care as much as you do about the project you're creating or create problems among the team. Sometime things just go wrong and you're left with a project that you can't finish because you don't know how to do whatever the other person was doing.
This is why it's important to cultivate your own skills.
Your skills are your selling point when it comes to creating a team, and the more skills you have (or more skilled you are in one area), the more likely it is that others will take you seriously enough to consider aiding you.
It's not just mapping, spriting or scripting, either. There's music and sound, the other graphical areas (like battlers, faces, resource management and menu design), story/plot/character development/script-writing and gameplay.
Of these the written areas are the least wanted, whilst the graphical and (in the case of XP and VX) script side of things are the most valued. Mapping and sound tend to fall between, depending on the game, though music can sometimes be just as sought after as graphics. This means that you'll find a lot of people who are willing to write the story for you, but not as many that will do the full soundtrack or create original graphics - especially when they have no reason to believe that you will actually release the game, as they don't know you or your track record.
The graphics and scripting/systems are the tangible things that people can see and are usually the first thing a person looks for when they check out a project. It's what gets people excited for a project and actually look at the story. Sometimes people will overlook this if they know the person who is making the game (for example, I would play anything made by Lysander, Kentona, Strangeluv, Legion, etc... because I know that I've enjoyed their previous games before and don't need to look at the graphics to know I'd probably find any others of theirs enjoyable.) Most of the time, though, if someone wants help they will show them something that will draw that person to the project.
It's not enough to say that the story is wild and the character designs are amazing. You have to show them that they want to be a part of the project. Usually this is done with a well-presented topic, filled with pictures of characters and areas, some sprite work and maps, a concise but well worded explanation of the story and characters, perhaps a few tunes or a small trailer so that people can get a taste of the game and decide whether or not they want to be a part of it. Of course, being know helps, but a lot of people will respond well to someone who seems to know what they are doing and what they need.
You need to sell your idea to the public, make connections, prove that you're dedicated to game making in general and your own game in particular and learn how to do things so that if something does fall through with one of your team, you can pick up the pieces so that the rest of the team doesn't just leave.
And I'm all over the place with this but hopefully you've learned a few things. :P
Of course this can backfire quite a bit if you don't have the better connection that getting to know others over a longer period will give you. Of course, just because you are close friends with others doesn't mean that you'll get a finished product out of all of your work. Some people don't like taking orders and like to be in charge, some may disappear for a time and others may just not care as much as you do about the project you're creating or create problems among the team. Sometime things just go wrong and you're left with a project that you can't finish because you don't know how to do whatever the other person was doing.
This is why it's important to cultivate your own skills.
Your skills are your selling point when it comes to creating a team, and the more skills you have (or more skilled you are in one area), the more likely it is that others will take you seriously enough to consider aiding you.
It's not just mapping, spriting or scripting, either. There's music and sound, the other graphical areas (like battlers, faces, resource management and menu design), story/plot/character development/script-writing and gameplay.
Of these the written areas are the least wanted, whilst the graphical and (in the case of XP and VX) script side of things are the most valued. Mapping and sound tend to fall between, depending on the game, though music can sometimes be just as sought after as graphics. This means that you'll find a lot of people who are willing to write the story for you, but not as many that will do the full soundtrack or create original graphics - especially when they have no reason to believe that you will actually release the game, as they don't know you or your track record.
The graphics and scripting/systems are the tangible things that people can see and are usually the first thing a person looks for when they check out a project. It's what gets people excited for a project and actually look at the story. Sometimes people will overlook this if they know the person who is making the game (for example, I would play anything made by Lysander, Kentona, Strangeluv, Legion, etc... because I know that I've enjoyed their previous games before and don't need to look at the graphics to know I'd probably find any others of theirs enjoyable.) Most of the time, though, if someone wants help they will show them something that will draw that person to the project.
It's not enough to say that the story is wild and the character designs are amazing. You have to show them that they want to be a part of the project. Usually this is done with a well-presented topic, filled with pictures of characters and areas, some sprite work and maps, a concise but well worded explanation of the story and characters, perhaps a few tunes or a small trailer so that people can get a taste of the game and decide whether or not they want to be a part of it. Of course, being know helps, but a lot of people will respond well to someone who seems to know what they are doing and what they need.
You need to sell your idea to the public, make connections, prove that you're dedicated to game making in general and your own game in particular and learn how to do things so that if something does fall through with one of your team, you can pick up the pieces so that the rest of the team doesn't just leave.
And I'm all over the place with this but hopefully you've learned a few things. :P
Lastly, as to your old projects - we are currently running a 'Raise the Dead' event where the idea is to bring life back to an old game. Whether that be using the ideas to create a new game or reviving old demos is up to the creator but if you're serious about making something of worth, perhaps you could look into proving your dedication and actually finishing something that you've started in the past.
author=Liberty
I think it's quite rude of you to say that people working solo waste their talents. They are creating the games they want to see created. The way you word that makes it seem as though others' work has no worth and that they should instead be doing what you want them to do. That's more than a little arrogant.
There's nothing stopping you from asking to team up with others. We have community games that are being and have been created. Perhaps join one of them - Wyrm Warriors is still looking for mappers.
Secondly, Marrend wasn't criticising you. He was telling you the truth - people aren't likely to take you seriously if you've never completed a project, no matter the reason why.
RMN is not a company. We are all independent members with our own ideas, thoughts and dreams about the games we create. That's great, because it means the content of our games are different, unique to ourselves, and quite frankly I doubt any of us would be here if the place were a fucking conglomerate that forced people to work when the main reason for being here is FUN.
Now, I'm just going to quote something I wrote ages ago because it's semi-relevant.
If you want to take the short-cut route of raising your own team - and let me tell you, it's not much of a shortcut, but hey! it's freer than paying someone to work for you - try making smaller games, helping others out with their projects, doing some of the small community contests and learning what you can. You'll get your name out there and if people know you they'll feel better about helping you.
Of course this can backfire quite a bit if you don't have the better connection that getting to know others over a longer period will give you. Of course, just because you are close friends with others doesn't mean that you'll get a finished product out of all of your work. Some people don't like taking orders and like to be in charge, some may disappear for a time and others may just not care as much as you do about the project you're creating or create problems among the team. Sometime things just go wrong and you're left with a project that you can't finish because you don't know how to do whatever the other person was doing.
This is why it's important to cultivate your own skills.
Your skills are your selling point when it comes to creating a team, and the more skills you have (or more skilled you are in one area), the more likely it is that others will take you seriously enough to consider aiding you.
It's not just mapping, spriting or scripting, either. There's music and sound, the other graphical areas (like battlers, faces, resource management and menu design), story/plot/character development/script-writing and gameplay.
Of these the written areas are the least wanted, whilst the graphical and (in the case of XP and VX) script side of things are the most valued. Mapping and sound tend to fall between, depending on the game, though music can sometimes be just as sought after as graphics. This means that you'll find a lot of people who are willing to write the story for you, but not as many that will do the full soundtrack or create original graphics - especially when they have no reason to believe that you will actually release the game, as they don't know you or your track record.
The graphics and scripting/systems are the tangible things that people can see and are usually the first thing a person looks for when they check out a project. It's what gets people excited for a project and actually look at the story. Sometimes people will overlook this if they know the person who is making the game (for example, I would play anything made by Lysander, Kentona, Strangeluv, Legion, etc... because I know that I've enjoyed their previous games before and don't need to look at the graphics to know I'd probably find any others of theirs enjoyable.) Most of the time, though, if someone wants help they will show them something that will draw that person to the project.
It's not enough to say that the story is wild and the character designs are amazing. You have to show them that they want to be a part of the project. Usually this is done with a well-presented topic, filled with pictures of characters and areas, some sprite work and maps, a concise but well worded explanation of the story and characters, perhaps a few tunes or a small trailer so that people can get a taste of the game and decide whether or not they want to be a part of it. Of course, being know helps, but a lot of people will respond well to someone who seems to know what they are doing and what they need.
You need to sell your idea to the public, make connections, prove that you're dedicated to game making in general and your own game in particular and learn how to do things so that if something does fall through with one of your team, you can pick up the pieces so that the rest of the team doesn't just leave.
And I'm all over the place with this but hopefully you've learned a few things. :P
Lastly, as to your old projects - we are currently running a 'Raise the Dead' event where the idea is to bring life back to an old game. Whether that be using the ideas to create a new game or reviving old demos is up to the creator but if you're serious about making something of worth, perhaps you could look into proving your dedication and actually finishing something that you've started in the past.
Liberty I am not reading that quote you have there.... It's way to long and I didn't mean wasting talent by working solo, I meant when people cancel a game its disappointing and a waste cause it can discourage people (I'm speaking from experience). I wrote it wrong, sorry. You guys are taking this to the heart, it was just a fun suggestion.
Also I don't think it matters if people take you seriously or not. If you believe in yourself that's all that matters. Finish project or not doesn't make you believable. An uncompleted promising project is better than a completed project that sucks and was rushed.
Anyways... You have no idea the hours I spent on spriting all my sprites, battle animations, monsters, composing music, tiles, etc! So I don't know about that "Raise the Dead" event, even thought it sounds cool. I saw it today, but I ignored it. Although I will remake them eventually..
With that being said! Close this topic.
You guys are taking this to the heart, it was just a fun suggestion.
Also I don't think it matters if people take you seriously or not. If you believe in yourself that's all that matters. Finish project or not doesn't make you believable. An uncompleted promising project is better than a completed project that sucks and was rushed.
You're just out of touch with the reality of indie game making because none of that is true. Like a high school student who doesn't yet know how hard the real world is.
Even if you are just discussing this for fun, how much you believe in yourself means jack shit if you don't have a portfolio. Go try and get a job anywhere with an empty resume.
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
An uncompleted promising project is better than a completed project that sucks and was rushed.This is the opposite of true, unfortunately. I wish it were true because my list of games would be a lot more impressive.
Future team members might, depending on their point of view, potentially care about unfinished projects if you had a really good reason for quitting that was outside your control. But players don't care at all; to them, an unfinished game is indistinguishable from no game at all. And because of that, other team members want to finish their games, and so they only want to bring on team members who can prove that they finish their games.
I have so many unfinished games. Sadly this list includes every team project I've ever been on, except for one that was technically finished before I ever joined the team. The big problem with a team project, in my experience, is that only one of your six team members needs to quit in order for the project to halt. So instead of increasing your chances of finishing, it multiplies your chances of getting cancelled by the number of team members. It definitely results in a better game when the project is done though, and also faster work. It's just that you're 99.9% likely to never finish.
^Which is why I highly recommend that the 'leader' have all bases covered when it comes to skills. Even if they're at an intermediary level, have skills in each part of game making. Because if someone does leave, the project will be stonewalled until you either do it yourself or find a replacement.
Besides, a finished game can be polished up more after it's finished. No matter how bad it is it can always get better and it will have the added bonus of actually being complete. It's like a manuscript for a novel. Finish it then edit the fuck out of it.
Besides, a finished game can be polished up more after it's finished. No matter how bad it is it can always get better and it will have the added bonus of actually being complete. It's like a manuscript for a novel. Finish it then edit the fuck out of it.
author=Avee7. Do not realize there are several other programs out there that are already well recognized and who would probably outdo yours with ease.
Yeah...
The tough part of such a project is to find people who:
1. Share the ambition
2. Are willing to put their own projects on hold
3. Value every other teammate enough to want to be part of the group
4. Can commit and contribute relatively quickly
5. Don't mind working for free
6. "Insert 10+ other conditions here"
8. Don't mind making an engine even if they never intend to use it.
9. Actually intend to actually use the engine.
This sort of thing has been attempted before, but very rarely pulled off.
Omega-RPG has been cancelled, as well. THANKS MICROMON!
My advice? Don't bother: Upgrade to game maker or Unity, quit livin' in the clouds.
You have much to learn, jin69. These people who are telling you the truth are speaking from experience.
Have you ever heard of quotes like "Mistakes are the best teachers. One does not learn from success." and "The best success stories often begin with failure"? Even the greatest do not begin with the journey to success with success. Albeit Einstein and Thomas Edison, who failed a lot of times before ultimately becoming successes, are among those people. So with this line of yours:
It's kind of like saying that you are avoiding failure, which you shouldn't be. Only through mistakes can you learn and become even better.
And like Liberty said, a finished game can always be polished up.
And actually, with regard to game making, you should really choose to specialize on one aspect of a game that you feel you will be strongest in. And then showcase your works based on that specialization alone. Only then can you get people to work together.
Have you ever heard of quotes like "Mistakes are the best teachers. One does not learn from success." and "The best success stories often begin with failure"? Even the greatest do not begin with the journey to success with success. Albeit Einstein and Thomas Edison, who failed a lot of times before ultimately becoming successes, are among those people. So with this line of yours:
An uncompleted promising project is better than a completed project that sucks and was rushed.
It's kind of like saying that you are avoiding failure, which you shouldn't be. Only through mistakes can you learn and become even better.
And like Liberty said, a finished game can always be polished up.
And actually, with regard to game making, you should really choose to specialize on one aspect of a game that you feel you will be strongest in. And then showcase your works based on that specialization alone. Only then can you get people to work together.
A shitty completed projects is always better than an uncompleted project, no matter how promising it sounds, because a completed project EXISTS and is TANGIBLE.
Ideas are worthless until they are implemented.
E: unless you are a sophisticated patent troll company.
Ideas are worthless until they are implemented.
E: unless you are a sophisticated patent troll company.
author=kentonaThis is a quote for thought. Been looking around for it because it's been surprisingly relevant in the past three days because of raisins... er reasons.
A shitty completed projects is always better than an uncompleted project, no matter how promising it sounds, because a completed project EXISTS and is TANGIBLE.
Ideas are worthless until they are implemented.
E: unless you are a sophisticated patent troll company.
Still though, I've always enjoyed the idea of collaborating with other game developers to make something big. But... it doesn't seem that realistic for something like that to start up from the get go.
And it probably won't turn out as awesome in my head, like when the many companies got together to make Project X Zone. Totally shat myself then.
I definitely like the idea though. I'm up for it... one day, once I've a lot more games under my belt and I'm sure I can keep up with everyone else.
And it probably won't turn out as awesome in my head, like when the many companies got together to make Project X Zone. Totally shat myself then.
I definitely like the idea though. I'm up for it... one day, once I've a lot more games under my belt and I'm sure I can keep up with everyone else.
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