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YOUR FIRST GAME

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I still can't believe I remember this, but I actually did make game when I was like 5 or 6.

It didn't really have a name. It was made on RPG Maker 2000 on my grandpa's computer. It was the next candidate to be called the worst game ever. It was very short, had no monsters, no story, no anything but just a guy you play as to walk around some useless maps that were crappy. Then again, what would you expect out of a 5-year-old?

Thankfully, the game is gone forever since the computer it was on is gone. So now I'm just in a creative block with RPG Maker. :(
That is one old-ass topic you've dug up.
My first game was a remake of Lunar Silver Star Story Complete for RPG Maker 95. It used all the default graphics and used the most bare-bone interpretation of the plotline possible. It was terrible. And I wish I still had it.
My first game waas a ZZT "RPG" I made when I was 11, called Four Worlds. There weren't even four worlds in the game. It had zero programming, relying on prefab creatures and scrolls to tell the story.

I can't really remember all of the details. It didn't make a lot of sense. Some kid set out on a quest to find the person who killed his family. Along the way, he met a man named Murderer who was on the run for a crime he didn't commit. The two adventured together for awhile, and then the big reveal was that Murderer murdered the kid's family after all. It ended in a thrilling battle with a prefab centipede.

I excitedly submitted it to the AOL boards, and received a very long e-mail back from the admin, telling me why the game was total shit and why it wouldn't be added. I think I might have cried!
My first game was Mario on flash. I was around 10 then. It was ye olde platformer, but with a sick twist: wall jumping.

But I didn't finish it so yeah...
My first game was probably called Adventure.
Essentially it was completely linear. You started out on the world map with literally only a single line to follow to a town, and once you got there a dude would be like "hey I saw you beat up that living water let me join you". The living water was a random encounter so you didn't even NEED to meet it.
Afterwards our heroes went to the church because 'they needed to go to the church' which was beyond some mountains that you just teleported through. Once there, you got teleported back to the village which got attacked! You get teleported back, and then fight a dragon. Dragon teleports you to the sky, you fight a few flames. Dragon teleports you to hell, you fight the devil, and save the world. The end.
BizarreMonkey
I'll never change. "Me" is better than your opinion, dummy!
1625
Oh man... my first game was a tabletop thing, called Future Fantasy, and it was-- well okay it was admittedly simple enough to be good and easy to get into since you could pretty quickly make your own campaigns without having to do roleplay shit.

Basically I provided laminated grids and whiteboard markers, and you drew maps according to the thing, then you'd put 1, 2 3 etc for events, and the GM looked at the sheet when the players hit that square and wrote off what would happen.

It was a simplified easy to learn D&D, basically.

But since I want to shit all over a bad game I made lemme show you a remnant of the gagging abortion that is my first RPG maker game.

Still probably plays better than FF13 though.

I consider this game like Terra, a failure.
Interesting topic.

My first game, huh? That's like super hard to tell for me. I started making games with Klik&Play and did a platformer where you played a bubble that had to jump around without touching enemies and reach the goal, a number of shoot 'em ups and a semi-RPG (as RPGish as it was possible with Klik&Play) which basically always had you decide for one of 2-4 teleporters on a screen, if you took one, you got into a battle and then on a new map with new teleporters. Some looped, etc. and you had to get to the final teleporter to get into a boss fight and proceed to the next stage. The battle system was actually controlled by a mouse, in regular intervals, a mace appeared which moved as you moved your mouse, if the mace touched a monster, that monster took damage and the mace disappeared.

Apart from Klik&Play I learned programming a bit later (Turbo Pascal 6) and well it really started with very simple "Adventure games" like "There is a door in front of you, what do you want to do: 1. Try to open it 2. Search for a key 3. Break it open".
The first game you could really call a game I guess was "Final Tower 1", which was never finished, however. It was basically a linear RPG of random battles, you could only choose to "proceed" and then a new encounter came which you had to survive, then you got exp and maybe a level up and then the next encounter game until you were dead (it was random so it was always different). I never finished it however.
The first game I actually finished with pure programming was "Final Tower 2" which basically was like Final Tower 1 except some additional features like weapons you can equip and items you can use, as well as a food counter (if you run out of it you won't recover HP anymore) and a password feature (you got one password every 5 floors and could continue from there with the password, but it didn't remember your stats or items so it just gave you the expected average items/stats for that floor).

Except for Final Tower 2, I have none of these games anymore, though. Back then I never backed up anything so with a PC not working anymore, all my games were lost as well.
My first game was called Legend of Mango. Being my biggest dream to make a game, I thought the game was awesome.


It had horrible grammar and raining INSIDE buildings! xD I miss that game though, since it had some really memorable characters. It actually got deleted from a failed USB transfer close to its completion. Man, was I devastated after that :3
I had made tons of paper and pen games (played kinda Dungeons and Dragons like) but my first game was probably a side scrolling game called Dragon Escape made with Game Maker on a school trip to a school that taught Game Design and was holding a small course.

Flying dragon that can shoot fireballs, travel through mazes, dodge hazards, fight bosses which were sprites taken from Fire Emblem.

I was so proud of it. I even made a sequel. Maybe that was what started it all the way to here LOL
I'm not going to count that game I tried to make when I was 12 while over at a friend's house. It was awful, involving a king sitting on a stool in a courtyard, dropping the hero into a whirlpool for no explained reason to walk on minecart tracks and fight an orc who was really just 3 slimes, before shooting you out of a well... x_x Oh, and the plot was literally "me and my best friends team up to beat up 8 kings who rule a bunch of islands and end up ruling the world, mwahaha".

...Cut me some slack, I was 12! XD

My first serious attempt at a game was "The Last Mystic", in RMXP. Essentially, it was about a kid in a small hidden forest village, who is about to undergo the ceremony that will give him magic. Surprise surprise, he's the last of the kids to be gifted the magic when the Evil Empire (TM) comes in, stuns every magic user in the village, steals the magic stone that gives them their magic, nearly kills the hero (who is saved from death by "angels"), and he wakes up to see his village on fire.

Cue adventure to find out why the Mystic stone was stolen, and get revenge on the mother!@#$er who led the attack. Teammates included a totally-the-canon-love-interest-despite-me-giving-you-options-redhead-dual-wielding-thief-girl who was forced into stealing (whom you save from execution in the FIRST TOWN under convoluted circumstances, and is actually the last of the ninja bloodlines), a super grumpy and cynical 25 year old world weary soldier who USED to work for the guy who did the raid on your village, but quit and then found himself fleeing from an politically-convenient arranged marriage to a downright psychopath princess (who would be revealed to be a snake monster as you save him from the arranged marriage when she threatens to kill his family if he doesn't comply), a definitely tsundere elf because fantasy worlds need elves (or so my 19 year old self decided), and a rebel outlaw mass-killer guy with guns, when guns were declared to be impossible for the setting because reasons, making him super dangerous. Oh, and the whole reason the stone was stolen was because the various countries are always being restless under the empire, so the emperor wanted to unseal the underworld to control demons and thus control the world with an iron fist (because he was afraid that without the empire directly controlling the various countries, they would IMMEDIATELY go back to fighting wars with one another, which to be fair, was a very likely possibility), and the stone was one of three "keys" needed.

If it sounds overcomplicated and cliche and like I buried some good ideas under overcomplicated cliches, that's because it is. And delivered just about as badly as the above paragraph. And this is AFTER I had gone back and revised it for the 6th time. Oh, and the balance was HORRIBLE. Just...HORRIBLE. I had to "upgrade" the "useless" skill the hero starts with through a cutscene to something else (because lowering the enemy accuracy by 30% on command for almost free was WAY too good, despite the negligable damage), because I was too newb to re-adjust the MP curve, for crying out loud!

No, I will not provide a playable version for you guys. I recently looked back over it and WOW...So lame. I can't believe I thought it was good at the time. ;_; It was so dumb and I'm slightly ashamed of it and would rather no one ever had to subject themselves to it. XD

Legit, the only part of the game I'm even remotely proud of is that mining town I made, which had some great NPC actions, a good little self-contained-plot about the villagers being ordered to keep mining despite dangerous earthquakes, and the hero needing to gain their trust, get the only key to the lower levels, get past the goblins there and kill off the source of the quakes. Which was a blind and starved troll that had eaten an Earth Elemental Sprite and was randomly smacking one of the main supports for the mine. It was a good dungeon and town, if a little unoriginal.

Now I'm 26, and I'm a MUCH better writer. I have one short-length "serious" RPG out that despite being a little obvious in the themes is actually pretty good, with actually developed characters (and a balanced and challenging battle system), and I have an in-progress game that's lighthearted and funny with great characters (and a REALLY neat battle system that I'm super proud of)...while also dealing with a handful of serious themes and technically being a metaphor for a pair of people overcoming a breakup. XD

I really do feel like I keep on growing and getting better as a writer. Every time I work on something, I feel myself gettign better and better.
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
author=Aegix_Drakan
super and cynical grumpy 25 year old world weary soldier
I love that in RPG worlds if you're more than 20 years old you're automatically "the old, world weary" person and if you're more than 12 years old you're too old to be a prodigy

wait did i say love

i meant the other thing, what's the other one you can do instead of love
author=LockeZ
I love that in RPG worlds if you're more than 20 years old you're automatically "the old, world weary" person and if you're more than 12 years old you're too old to be a prodigy

wait did i say love

i meant the other thing, what's the other one you can do instead of love


XD I hate it too. While it makes some degree of sense that the adventurers are somewhat young, since the grown adults are more likely to say "screw this, I have a family/business/whatever to take care of, I can't afford to take stupid risks on a harebrained adventure!", the whole "no party members over 18" trope REALLY annoys me these days. It makes no sense that a pack of kids are able to outsmart and outfight grown adults who have had years longer to learn proper tactics and strategy.

Most RPG kid heroes should be getting their asses handed to them, honestly. :P

This is leaving aside that kids aren't all that interesting as older characters who have developed their own flaws and baggage that have become tightly bound to their personality.
Frankly, I'll take either type as long as they're well-written/characterised.

If you really think about it, teenage years are when you start discovering the world around you and striking out on your own - if not physically, then at least mentally.

Especially when it comes to those games set in mystical RPGland where who knows what laws and rules there are - I've seen it justified with coming of age ceremonies and frankly, that works for me. And it does make sense that kids can out-think adults. Kids do it constantly if you look at it - how many times is an adult stumped by something a kid asks them? How many supposed 'child-proof' items end up being worth nothing because the kid found a way through or around. Childrens' minds are more versatile than an adults' because they aren't yet taught that x is done x way - they are outside of the equation and so can see different lines to follow than just the one... and they don't even realise it's an incredible idea because they weren't told 'no that can't be done' yet. I can totally buy that.

As for skill levels when it comes to things like weapons and the like? Well, I look at it like this - an adult in an army hasn't really had much practice fighting against resisting enemies. For the most part in an RPG there's little to no resistance put up against an army that has taken over. The villagers that were slaughtered definitely didn't manage to beat the enemies back and monsters would stay out of the way of a huge armed group of people - so the only resistance they would get is in the capitals or by rebellion forces who more than often don't confront until the story is in full swing. The capital battles are carefully planned - they don't have a say in where they're positioned in the fighting or how/when to attack.

Then let's take a look at the kids. Kids who have been fighting and learning every day since their village was razed to the ground by the occupying forces. Kids who are battling against various kinds of monsters, learning to use their weapons and skills in many different kinds of terrain, against different strategies, learning to be flexible when it comes to their fighting style and how to work together to get the most out of each other - covering each others' backs, learning how to compensate for each others' weaknesses and slowly growing stronger due to fighting all the bloody time. Kids who constantly upgrade their armour and weapons with their skills and who have a reason beyond 'just a job' to go full-tilt into battle against the enemy.

Yeah, I totes don't see them being better than the rank and file soldiers who fought in maybe a handful of battles and who, while doing training, haven't really been blooded in many life-or-death battles. Soldiers who aren't taught flexibility in battle or strategies - who attack when told and follow orders but aren't taught to think for themselves; who may be good friends with each other, yes, but aren't taught to compensate for each others' weaknesses or abilities in the heat of battle. Soldiers who only have their issued weapons and armour, to whom battles are just a job and who would not be serious when confronted with 'just a bunch of kids'.

Yup, no reason at all that the kids would win~

As for prodigies, I guess it's more the shock-factor - the younger the child the more shocking it is that they can out-do those older than them.
author=LockeZ
I love that in RPG worlds if you're more than 20 years old you're automatically "the old, world weary" person and if you're more than 12 years old you're too old to be a prodigy

wait did i say love

i meant the other thing, what's the other one you can do instead of love


At first, I thought by 'RPG World' you meant these forums. But still, totally agree q_q
Currently working on it, actually. I'm still new to this so 90% of the sprites used were packaged with the maker. :x Hell, most of the plot is changed depending on what I can do ingame. A major plot point came about because of a lack of sprite variety.

It's nothing interesting, though. I had intended for the story to be about the first legend. You know that trope about how a thousand years ago a horrible evil rose up and threatened the land and a group of heros sealed it away only for it to reappear a thousand years later? And the one about people using the power of magic and eventually abusing it to the point it had to be sealed away forever? My story's about that. It's about when magic was first introduced to the world and the first great evil appeared because of it. It's supposed to be a trilogy, assuming my friends like it enough. The first is One Thousand Years Ago. The next is One Thousand Years Later. The third is One Thousand Years From Now. I don't want to give away too much in case I'm brave enough to upload it here, but I can say it has a pirate healer as a party member. As in, a pirate, who can heal people. One of his shields is a mug of ale.
author=shogungari
I can say it has a pirate healer as a party member. As in, a pirate, who can heal people. One of his shields is a mug of ale.


I like this. It amuses me. XD
My first game was really bad. I used most of Yanfly scripts and I thought that was really a good game before I realized most of people were also using Yanfly scripts as well lol.

I never finished a single game due to lack of my writing skills before. I usually stucked on how do I advance the plot like why I he this, why he did that, and such.

My first complete game was actually my fourth game I ever tried to make. And it doesn't contain complex storyline.
http://rpgmaker.net/games/6366/
BizarreMonkey
I'll never change. "Me" is better than your opinion, dummy!
1625
author=Liberty
As for prodigies, I guess it's more the shock-factor - the younger the child the more shocking it is that they can out-do those older than them.
At some point I'm gonna write a game about a two year old who saves the world.

He's gonna not even talk because two year olds are more fun when they just make the occasional silly sound and otherwise get shit done.

This annoyance with the trope of fuckin' teenagers saving the world is a victim of that trope's own merit, I'd wager. Look how many god damn games have done it and become successful, so it's sort of become its own enemy.

I like games where age is irrelevant or where its varied, Final Fantasy X comes to mind, Auron was my favourite character, he was 35, and was more competent than basically every one else.

The kids like Rikku and Tidus were hopeless. Khimari while barely ever on screen, seemed to handle fairly well.

And Yuna, ah fuck, moment she's out of our reach she's gettin kidnapped by al bhed or molested by seymour bloody naive skank don't know when to take a hint.

Lulu was also fairly cool, the characters with more age had more knowledge too, Auron especially so, since he was 35 WHEN HE DIED and not all up.

I've basically made games that have diversity, or where age is irrelevant, see Intelligence for this example, yeah they're only 4 or so human years old, but their mammals like cats and dogs n' shit, so who knows their actual age.

Then in Menagerie there's a 20 year old dwarf, an elf with an unknown age, but she's apparently immortal so god only knows, then there's a Goblin whose lifespan is only thirty years and he's already got facial hair, then there's an Alien who's nine (and his species can live upwards of 400 years).

Anyway, to go to a more classic example to save me further tooting my own horn, DooM95, one middle aged man who has a gun and superpowers (superpowers being able to run half the speed of a rocket while weighed down by a garageload of guns, ammunition and his marine armor.) and he shot demons to save his bunny rabbit (oh and Earth I guess).

NOW HIS BUNNY IS DEAD! WAS IMPALED ON A STICK! THEM DEMONS WERE HUNGRY FOR SOME BUNNY BITES AND THE DUDE'S LIKE "NO FUCK YOU, I'M GONNA TAKE IT'S SEVERED HEAD OFF YOU AND BEAT YOU TO DEATH WITH IT!"

Then he did and Earth was saved, it was awesome... the end.

But yeah, all depends on tone and theme.

As for the topic, my first game (only did doodles with my bro) was a sort of doom like game, where you played as a cat through a super-sized level.

This idea later bloomed into Hellcat.

Then there was this weird one where you were a piece of string with little clothe legs and a head sewn on and it was like a sort of platformery thing inspired a little by Spyro, one of the bosses was a giant pair of scissors that cuts the level in half and you have to run from it.

I'm going to revisit that idea in Unity sometime.
slash
APATHY IS FOR COWARDS
4158
My friend introduced me to a pen and paper RPG system named Big Eyes, Small Mouth when I was about 10, and after I played some I immediately went to design my own. It was pretty simple, you'd explore and roll dice to see what monsters you would fight, then roll some dice for damage. There were a few different classes, items you could buy and equip, and a boss!

It was really dumb but my friends and I played it all night long :P

Although when I was even younger I would spend hours drawing out my own Sonic 2 levels with way too many rings and secret tunnels...