HOW TO ADD "STYLE" TO A GAME
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I have run into a flaw with my current project, despite custom sprites, imported music and (not to brag) the beginning of a compelling story my game can't break away from the generic RPG Maker feel. Does anyone have any tips for adding a distinct style to a game without compromising the quality?
Could you tell us what specifically make it feel like a generic RPG?
And what games can you name have a distinct style by comparison?
Because broadly speaking, "style" can refer to either very little or a huge lot...
And what games can you name have a distinct style by comparison?
Because broadly speaking, "style" can refer to either very little or a huge lot...
What I mean is that my game lacks a distinct feeling thus far, I get the impression that a player could pause it and boot up another RPG maker game and it would feel relatively the same. I want my game to have a distinct feeling and atmosphere, I am aware these are vague terms, but I have an art background to please forgive me.
Many things can give your game an unexpected kick of style. Innovation is one of those things I think is severely underrated in games. Try to do something that you think no other game has done before, or at least something no other game's done *well* before. Another idea is to utilize custom assets like you have, to try and create a unique and vibrant world that cannot be mistaken for any other game.
author=CashmereCat
Many things can give your game an unexpected kick of style. Innovation is one of those things I think is severely underrated in games. Try to do something that you think no other game has done before, or at least something no other game's done *well* before. Another idea is to utilize custom assets like you have, to try and create a unique and vibrant world that cannot be mistaken for any other game.
Thanks for the advice, I will get right on the vibrance. As for the innovation though, do you have any advice? I am still new to programming so I can't do anything phenomenal in the scripting department. I'm not asking you to make my game for me, in fact you have already given a ton of advice, but if you've got any loose ideas I wouldn't mind hearing them.
Innovation could be...if you have a cooking system. Instead of straight up this + that = food. Turn it into a battle system, where you choose a weapon like a knife and you pick attacks like filet and use a skill like slow burn and then...something. It's essentially taking 2 existing things and mashing them up somehow to put a new spin on an old standard.
i would also reccommend messing around with some of the established rpg systems. like you have the standard hp mp/tp thing and if battles are an important thing in your story, you may want to consider trying to change things up a bit. have one character unable to use magic but they instead have skills with cooldowns. have another character able to do unique things with items. try to make sure that your character's personalities in story are also reflected in their capabilities in battle.
How old are your characters? One of the big tropes in RPG's is the gang of 4 teenagers save the world, so avoid that if you can. Is this set in a fantasy world? Mix up their races too, give them history. You may be the only one that ever knows it all, but it will add depth to the game. If you don't want someone to just pause it and move on, give them a reason not to do so.
Allow the player to customise their characters, and not just in naming them. Give them skill points after battles, or when they level up, or after quests are fulfilled that they can apply to their stats, or use to upgrade their skills. Give them ownership, after all the PC is a surrogate for themselves.
Throw in optional crafting scenarios, you don't have to spend the time using it, those items you can craft into something can also be sold for a quick cash boost, but if you save them up and combine them at a stove/forge/alchemy lab you can get access to some nifty weapons/potions/armour.
Make the world feel 'real' with consequences for actions and consistency. If you've got a paladin type in your party, don't have him be ok with going into houses and nicking stuff. Have him complain about it, and after a certain number of times, report you to authorities or leave the party. Don't make your healer a softly-spoken fragile woman, or don't have any healers at all, rely on potion use only. Don't make your mages weak, just because they use their minds as their primary weapon doesn't mean they don't eat well and go for a 5K run everyday to clear their thoughts before they take on the mystic mysteries. They don't have to be tanks, in fact don't make your tanks stupid. Just because they can bash in someone else's brain, doesn't mean they can't formulate battle tactics in their own.
Make the battles interesting, but not overly complex. Turn-based is fine. Balance them, balance is key. Change up the names for all your spells and weapons and armour from the standard RTP.
Go to tvtropes and look under the RPG section, pick one and do the opposite :). Basically give your game a 'hook' a thing that players will remember no matter if that is in story, gameplay, mechanics, visuals or aesthetics. It doesn't have to be different for difference sake, it just has to be done well.
If you build it, we'll come.
Allow the player to customise their characters, and not just in naming them. Give them skill points after battles, or when they level up, or after quests are fulfilled that they can apply to their stats, or use to upgrade their skills. Give them ownership, after all the PC is a surrogate for themselves.
Throw in optional crafting scenarios, you don't have to spend the time using it, those items you can craft into something can also be sold for a quick cash boost, but if you save them up and combine them at a stove/forge/alchemy lab you can get access to some nifty weapons/potions/armour.
Make the world feel 'real' with consequences for actions and consistency. If you've got a paladin type in your party, don't have him be ok with going into houses and nicking stuff. Have him complain about it, and after a certain number of times, report you to authorities or leave the party. Don't make your healer a softly-spoken fragile woman, or don't have any healers at all, rely on potion use only. Don't make your mages weak, just because they use their minds as their primary weapon doesn't mean they don't eat well and go for a 5K run everyday to clear their thoughts before they take on the mystic mysteries. They don't have to be tanks, in fact don't make your tanks stupid. Just because they can bash in someone else's brain, doesn't mean they can't formulate battle tactics in their own.
Make the battles interesting, but not overly complex. Turn-based is fine. Balance them, balance is key. Change up the names for all your spells and weapons and armour from the standard RTP.
Go to tvtropes and look under the RPG section, pick one and do the opposite :). Basically give your game a 'hook' a thing that players will remember no matter if that is in story, gameplay, mechanics, visuals or aesthetics. It doesn't have to be different for difference sake, it just has to be done well.
If you build it, we'll come.
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