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HOW DO SOME OF YOU COMPLETE GAMES SO FAST?

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Seriously, there are some of us (Craze, Yeaster, Max, etc) that finish up games like wildfire, one after the other. Not being able to finish games is a big issue here in this community, but there there are some of you guys that seriously are the exception to the rule. Even if you aren't one of those named, if you have the ability to pump out games (and in the case of Max, still do so while still being active in the forums and the community all the while, proving that doing both aren't mutually exclusive), please for the love of all that is good, tell us how the hell you do so.

Also, this is a general 'The community and finishing games' discussion topic.
harmonic
It's like toothpicks against a tank
4142
Craze
why would i heal when i could equip a morningstar
15170
Well, let's see:

DRESS/Forget-me-Nots/FF4 Fangame was completed because I had to make a game in a month, then procrastinated for three weeks. I made it in a week but it had a fatal teleport error so then had to... well, ask FD.

Versus Xerza was completed because I ran out of maps in my 10-map RMVX demo version limit.

Epic Monster Dungeon Explore! 2 was completed because I made it in three hours (personal exercise) and then spent another day polishing it... so because it's so small (and still takes a couple hours to beat!). NOTHING CAN STOP ME FROM STOPPING YOU! I loved making the bosses.

Oration Legends was originally going to be much longer but I got fed up with SRPGM95 and cut the game off after five maps. (This was a tactical game with totally custom character sprites by myself. It is now lost to the internet. :< ).

RPG Creator 95 was completed because I wanted to make an entire game for one of the first RS! days. It is actually, like, 2^3^4^3^3^2 games or something, but eh. I don't suggest asking me to host it again because the boss battles are boring as hell. The dialogue, though? Even more quotable than EMDE!2, I can assure you. =D


Thesis: I MAKE SHORT GAMES WITHIN A WEEK'S TIME and that is it? Also I practice using the RTP a LOT so that I can make maps that work really well and are almost as good as kentona's.



Bonus fun fact: I made Demon Tower's meat in five days. For three weeks prior I did nothing but code skills and write the in-battle banter.
Max McGee
with sorrow down past the fence
9159
I have not touched one of my games in two months, furthermore 75% of my games are never finished, including all of my current projects.

So the perception that I am currently some kind of juggernaut of game completion is sadly inaccurate.
You have finished 6 games.

how did you do that
Max McGee
with sorrow down past the fence
9159
What?

No I haven't.

I have finished (full length):
Iron Gaia
Backstage
Iron Gaia: Virus

I also made a short one hour game called "Vermicide".

Every single other project I have ever worked on, advertised, or released, is incomplete, in progress, on hiatus, and/or canceled.

If you are referring to my sig, it even says on the userbars which ones are finished and which ones aren't.
I think the faster developers make shorter games and don't spend forever planning, building teams, gathering resources, etc. Sometimes you just need to cut some extras to keep moving and get out of the 'forever improving' loop.

More than anything though I imagine they just WORK on stuff. I've read a few times that your first few attempts are going to suck, so you might as well get as much trial-and-error experience off of your first 5-10 projects as you can, then work on something impressive.

People are also afraid to finish things I think. It takes effort, your screenshots get you attention, why release something and deal with the risk of having people hate your work?
I am pretty Anaryu has finished more games than all of those people combined. Or at least two of them.
author=Fallen-Griever link=topic=3215.msg63483#msg63483 date=1235562334
As for me, the reason Sore Losers has taken me this long is because I am constantly polishing the features I have added.

This is what kills me, too.
Craze
why would i heal when i could equip a morningstar
15170
Oddly enough, I have the exact opposite problem as F-G. Once I finish a map/skill/NPC/etc. I don't want to ever touch it again. This is why I never release the same project twice. :<
Ciel
an aristocrat of rpgmaker culture
367
In my 10+ years with RPG Maker, I have started many projects, even worked on them for a very very long time, and inevitably quit when I realize that what I envisioned is impossible with RPG Maker and with my limited resources. You'd think I would have bailed on it and started making visual novels or just novels much earlier, but no. I kept the game making dream alive for a long time...

I suppose people who finish their games are more reasonable with their ambitions than I am and are fully aware of whether it can be done in RPG Maker, and they just get it done by following through on their concepts.
I made 90% of Hellion in 10 days. But I haven't actually finished a project yet, so...
Craze
why would i heal when i could equip a morningstar
15170
Tacking onto kentona's post: I love setting up the groundwork for games (like the tons of nice systemz that he has for Hellion) but then it's like "shit. Now I have to make an actual game...?"
author=Fallen-Griever link=topic=3215.msg63483#msg63483 date=1235562334
As for me, the reason Sore Losers has taken me this long is because I am constantly polishing the features I have added.

That's a pitfall a lot of independent game designers fall into, F-G. They keep wanting to add and polish features not originally planned on, and before they realize it, they are a month, a year, three years, behind schedule. There has to be a point where you say 'Okay, that's it. If it's not perfect, it never will be.'

That's why professional developers create a full design document, then follow it like it's the game's Bible. There is some room and time for adding tweaks or what-not, but for the most part, if it's not planned ahead of time, it's shuffled off to 'the next game'.

author=Ciel link=topic=3215.msg63501#msg63501 date=1235569664
I suppose people who finish their games are more reasonable with their ambitions than I am and are fully aware of whether it can be done in RPG Maker, and they just get it done by following through on their concepts.

Well, we can't all be cutting edge visionaries like you, Ciel. :)
That's why professional developers create a full design document, then follow it like it's the game's Bible. There is some room and time for adding tweaks or what-not, but for the most part, if it's not planned ahead of time, it's shuffled off to 'the next game'.
I need to do more of this.
harmonic
It's like toothpicks against a tank
4142
author=Craze link=topic=3215.msg63511#msg63511 date=1235576755
Tacking onto kentona's post: I love setting up the groundwork for games (like the tons of nice systemz that he has for Hellion) but then it's like "shit. Now I have to make an actual game...?"

this

We should never team up, Craze.

Our game:

36 Characters with fully developed skill systems!
Over 1000 pieces of equipment!
A crafting system for weapons and armor!
A custom spell system!
Skill chain system for battles!
Party switcher in battles!
Fire Emblem-Style "War Mode"!
Relationship/Support system, with 2nd generation children that vary!
And more!

Minutes of gameplay: 0

....Abandoned Project!
author=Craze link=topic=3215.msg63511#msg63511 date=1235576755
Tacking onto kentona's post: I love setting up the groundwork for games (like the tons of nice systemz that he has for Hellion) but then it's like "shit. Now I have to make an actual game...?"
This is why I have abandoned pretty much every idea I've ever had in the past few months. Some of them made it into RMVX, others didn't.
Now I have no ideas left.
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