YOUR FIRST GAME
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my first game was on RPGMaker 95, a game called "Temple of the Druids". I didn't really have any plan on where I wanted the game to go at all, and the game, honestly, sucked. It was lost one day when my parent's computer's hard drive went kaput. I wish there was some way I could find a copy of it, because I know I at one point in time uploaded it somewhere on the internet. But alas, it will probably never happen.
My first was "Bloodline Chronicles", around in 2003, which I do not have a copy of, probably for the best. The main character was Rebecca (also starring in Solar Tear which was my second or third project, depending on how you look at things). I think it involved Rebeccas brother being an evil archmage trying to find his sister, in order to unite their powers and destroy the world/whatever. It was really cliché in all kinds of ways. It was scrapped when I played ABL, needless to say :)
My first is right here, and I don't think it came out too bad at all considering how first games usually are. Then again, I also went back and tweaked it about a hundred times (it's like a highly polished turd now). I don't think anything can fully remove the reek of newb.
My first game.. I'm working on it now, actually. Instead of trying to create some kind of epic adventure, I am adapting something I am a fan of into a RPG. I feel it allows me to work on everything without worrying about the story or how long I am aiming to make it. The story will end where the storyline in the material I am adapting from ends. I am however stupid and working on creating my own custom graphics for it which is a slow process. I am hoping I do not lose interest and am excited for the day that I am able to unveil what I am working on.
Oi. Being a beginner, especially a stupid one, sucks. D:
Oi. Being a beginner, especially a stupid one, sucks. D:
My first was when I was still in middle school, and I made it when RPG Maker 2000 was the newest version. It was called "Te Falta" (sp?) and was about my supremely bitchy spanish teacher. You had to battle your way through the classroom, where caricatures of different people in class would fight you. Ultimately you fought señora whatsherface and she transformed into a demon.
In my defense, I was like 12 years old at the time. And had help from my token asian friend.
In my defense, I was like 12 years old at the time. And had help from my token asian friend.
It makes my eyes want to immolate themselves every time I crawl back into the depths of my Photobucket account...
Circa 2005!
Circa 2005!
post=95302
my token asian friend.
THE REST OF THE POST IS MADE IRRELEVANT BY THE HILARITY OF YOUR TOKEN ASIAN FRIEND.
It's like the three-tile rule never existed...
Oh, boy...I don't want to remember my first game. It was just really really bad. I think I gave it some sucky title like the Shadow Age or something. Dear Lord. I think you were basically some mage guy named Ultima (I have no clue) who was bored so one day he sneaks into the town castle, and it turns out the king and queen were actually EXPECTING HIM. Oh, okay. So then they want you to rescue their son, Prince Clavitz. Apparently, he recently left and went to a mountain to train or something and he hasn't returned so for some odd reason they trust you with his life. Sure. By the time you get back with him, and after fighting the first boss, the king and queen thank you or whatever. Besides that there were only a few sidequests. It never got anywhere because I barely ever got any time to work on it. And I barely even understood the program. So it figures it sucked.
The only thing I credit myself for is having half an ounce of creativity to make the main character a mage rather than a swordsman, and at least Ultima and Clavitz's battle styles meshed pretty well. But who cares? It was atrocious.
God, I don't know what I could've been on that would possibly possess me to make that game. Ugh.
The only thing I credit myself for is having half an ounce of creativity to make the main character a mage rather than a swordsman, and at least Ultima and Clavitz's battle styles meshed pretty well. But who cares? It was atrocious.
God, I don't know what I could've been on that would possibly possess me to make that game. Ugh.
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
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My first game was made somewhere around 2001-2002 when I was probably 11. It was made using the RPG Maker 2000 and was given the title "Dragon Quest". This was the game I was referencing to in my Mystic Quest description as the one I "deleted out of guilt". You start off as the RTP blue flying dragon vehicle in a grassy field with a mountain line surrounded the entire map aside from a small river opening. This mountain used a single chip for the sake of speed. The river was probably squared off as well. Horrible mapping ran rampant as I had no clue how to use the chips aside from what was obvious. You could speak with the king that had a castle built inside the mountain on the worldmap with floor tiles surrounding the land and stairs leading to the castle. He tells you to "Go kill the minotaur" and that's about it. Without the usage of switches I managed to make a fully functional game. After defeating the minotaur in a very basic dungeon with a crude "1" on the ground to symbolize the first dungeon, you return to the castle to find that a ghost has taken the throne. You defeat him and then without having been told of where to go next, you can go to the far east corner of the world map to fight a purple dragon or hell knight to gain access to the mountain that houses the airship. The southeastern corner of the map was probably just a squared off mountain range with no clear use, while on the southwestern side had you walk through the mountains to make it to a tower on the end of a squared single tile grass path. Inside the tower you had to walk along an arrowed path or battle monsters to the side. At the top of the tower you can teleport to the "Dark World" which was essentially 100x100 of just the RTP gray tiles. You can then travel to the tower of the "Dark Ruler" (if I remember correctly) which was probably an elf character with a wolf monster graphic. Inside the tower, you are greeted by mountain chip walls and multiple doors that only one leads to the top of the tower while the others lead to false doors that force you to fight the default thieves before reappearing at the beginning of the room. After destroying the "Dark Ruler", his tower crumbles and you manage to escape. The game ends there. I'll try my hand at recreating what I believed the world map used to look like from memory.
After this was finished, I followed it up with a "make a game in a day" game called "Dragon Quest 2" which was essentially a single map where you walk a winding path from one side to the other fighting bosses until you fought the final boss and the game ended.
After this was finished, I followed it up with a "make a game in a day" game called "Dragon Quest 2" which was essentially a single map where you walk a winding path from one side to the other fighting bosses until you fought the final boss and the game ended.
Do I have to say it?
Gio Adventures is my first game "idea," but the very first version was clearly the stupidest game ever created. I wasn't really trying, which made the game seem to go by very fast. The maps were very different from what they are now. I scrapped it...
I moved on to my own Final Fantasy game, but just like the real games, I got bored of it and it was scrapped. I then moved on to the game I have now.
Gio Adventures is my first game "idea," but the very first version was clearly the stupidest game ever created. I wasn't really trying, which made the game seem to go by very fast. The maps were very different from what they are now. I scrapped it...
I moved on to my own Final Fantasy game, but just like the real games, I got bored of it and it was scrapped. I then moved on to the game I have now.
Oh man, my first game? It was terrible. Bugs left right and center, no sense of unified game design, and a story that made no sense. I stuck with it for a long, long time before finally just dropping the mess and moving on. I believe what killed this game once and for all was the fact that I kept improving and the old parts clashed with the new parts and I kept learning and adding things and then it all fell in on itself.
As for the story, basically, one goddess was singled out and sealed by the other gods for attempting to kill all humans in order to create a paradise. Her children unseal her years later. The other gods are too weak to seal her again. So it's up to the humans to defeat her. Cue terrible plot twists and backstories. At the very least, I avoided the destroy the whole planet cliche, but it was still terrible.
What the game last looked like before I came to my senses and moved on.
Glad those days are behind me, haha.
As for the story, basically, one goddess was singled out and sealed by the other gods for attempting to kill all humans in order to create a paradise. Her children unseal her years later. The other gods are too weak to seal her again. So it's up to the humans to defeat her. Cue terrible plot twists and backstories. At the very least, I avoided the destroy the whole planet cliche, but it was still terrible.
What the game last looked like before I came to my senses and moved on.
Glad those days are behind me, haha.
Haha, Skie. I remember playing that. There was something about going around beaten up ice guardians or something and then I wandered around for awhile and found this Sailor Moon character for some reason.
Fantastic game imho.
Well, as for my first game, I'll let the screens speak for themselves.
The earliest version of Till We Meet Again. I think it was about falling off of cliffs, making bad dialogue, and spontaneous unrealistic romance.
Luckily, my efforts eventually developed into awesome screens like this:
Shame I'm no good at retaining interest. :\ Although if we used theodore chips I would be part of a team as the map guy in a heartbeat. Maybe.
Fantastic game imho.
Well, as for my first game, I'll let the screens speak for themselves.
The earliest version of Till We Meet Again. I think it was about falling off of cliffs, making bad dialogue, and spontaneous unrealistic romance.
Luckily, my efforts eventually developed into awesome screens like this:
Shame I'm no good at retaining interest. :\ Although if we used theodore chips I would be part of a team as the map guy in a heartbeat. Maybe.
Dunno if you guys here frown upon the console makers, but I just registered here from one of the console communities, and my first game was a 15-20 hour "epic" made with RPGM3. Not sure how epic that really is, but I did spend 200+ hours on it, maxxed out the data at 99%, and had 17 different endings, a minigame, branching story paths, and quite a few optional (and some hidden) side quests, depending on which guild you joined. Also had an alignment system.
Story was typical fantasy stuff...blah, blah. I tend to focus more on the technical details rather than the graphics (with RPGM3, that was easy...olol) and story is usually based on a broad framework, and filled in as I go along.
As I read in another topic here, and which I agree with, I tend to take a limited toolset (in this case, RPGM3, and hopefully soon IG Maker) and stretch the boundaries of what is possible using said toolset. Creatively, that's what keeps (kept) me going. Doing the unexpected given a set of tools.
Story was typical fantasy stuff...blah, blah. I tend to focus more on the technical details rather than the graphics (with RPGM3, that was easy...olol) and story is usually based on a broad framework, and filled in as I go along.
As I read in another topic here, and which I agree with, I tend to take a limited toolset (in this case, RPGM3, and hopefully soon IG Maker) and stretch the boundaries of what is possible using said toolset. Creatively, that's what keeps (kept) me going. Doing the unexpected given a set of tools.
post=95437
Dunno if you guys here frown upon the console makers, but I just registered here from one of the console communities, and my first game was a 15-20 hour "epic" made with RPGM3. Not sure how epic that really is, but I did spend 200+ hours on it, maxxed out the data at 99%, and had 17 different endings, a minigame, branching story paths, and quite a few optional (and some hidden) side quests, depending on which guild you joined. Also had an alignment system.
Story was typical fantasy stuff...blah, blah. I tend to focus more on the technical details rather than the graphics (with RPGM3, that was easy...olol) and story is usually based on a broad framework, and filled in as I go along.
As I read in another topic here, and which I agree with, I tend to take a limited toolset (in this case, RPGM3, and hopefully soon IG Maker) and stretch the boundaries of what is possible using said toolset. Creatively, that's what keeps (kept) me going. Doing the unexpected given a set of tools.
Go ahead and add it. I have a list of games released so far in 2009, and a few RPGM1 and 2 games are already on it. Why not have some RPGM3 games on it as well?