GREETINGS!
Posts
Pages:
1
Hello everyone, just posting my obligatory welcome post. I don't really know how to begin conversing with anyone, or how this community operates, but I hope you all had a great holiday season.
Just got RMVXA, so now I am attempting to learn just how much this software can do, and then make my own video game after many years of dreaming (isnt that why we're all here though?)
Good luck everyone!
Just got RMVXA, so now I am attempting to learn just how much this software can do, and then make my own video game after many years of dreaming (isnt that why we're all here though?)
Good luck everyone!
Honestly, I'm not even certain... A classic, turn-based, random encounter RPG would be the easiest route to go, but I want to create something that stands out. My greatest influences all come from the SNES era, Link to the Past, Chrono Trigger, Mario RPG, etc. but I also have played a lot of Dungeons and Dragons, and want to bring that influence into the design as well.
I am confidentmoreorless in my art skills, and with providing the art assets along with a decent storyline, but I'm not even sure what all can be done with rmvxa, or how much work and time it would require to pull it off. A real-time combat system like the Tales series would be awesome, but would it require me to learn additional programming? I have so many questions, and the internet is so apathetic towards little people like me.
I am confident
First of all, welcome to the community. It's nice to see a newbie who appears to know what they're doing to some extent (as in, you mentioned having skills with art, and you have a direction in mind).
My advice is to start out small. Make something tiny that focuses on some key aspects, like solid battles or a well written cast, and see where it gets you. Jumping into the fray of making some big RPG is the worst thing you could possibly do when you're starting out.
Just keep slowly dialing up the scale and complexity as you go forward. This is the method that I'm using, and it's helping my levels of self confidence in design a LOT.
My advice is to start out small. Make something tiny that focuses on some key aspects, like solid battles or a well written cast, and see where it gets you. Jumping into the fray of making some big RPG is the worst thing you could possibly do when you're starting out.
Just keep slowly dialing up the scale and complexity as you go forward. This is the method that I'm using, and it's helping my levels of self confidence in design a LOT.
That is good advice, thank you :) My first goal is to figure out a battle system that wont be too overwhelmingly hard to work on alone, but is unique and interesting in some way.
Pages:
1

















