BACKWARDS_COWBOY'S PROFILE
Gaming and game design are my hobbies. I've spent the most time with VX Ace and 2k3 (prior to Steam release), but the only thing I've ever finished anything with is 2k.
Psychology was my first degree, but being responsible for depressed kids was too stressful. So I got a Masters in Healthcare Management and now I'm responsible for depressed adults!
Psychology was my first degree, but being responsible for depressed kids was too stressful. So I got a Masters in Healthcare Management and now I'm responsible for depressed adults!
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Being taken seriously.
There's a book called "LevelUp! The Guide To Great Video Game Design", written by one of the designers of God of War, Drawn to Life, and Darksiders. It covers the process from the sudden idea for a game to the sales pitch and marketing, and you get tips on what to do and not to do to make a game appealing to people, even if it's the same damn thing as another game (Example: Final Fantasy and Call of Duty). It's nearly 500 pages long and includes a chili recipe. If you really want to go commercial, it's a good guide if you buy it through Amazon or somebody who sells it for less than retail price.
But in the whole RPG Maker games not being "good enough" thing, the problem is that too many people who didn't customize the engine whatsoever tried to sell their games, and people are now convinced that any game made with it is either a scam or an amateur game. If you can make it look like it was made in XNA or something, and don't say "Made with RPG Maker!", then you should be okay. Look at games like Breath of Death VII or Cthulhu Saves the World. They were made in XNA but could have been done exactly the same in RPG Maker, but then people wouldn't consider them indie masterpieces.
But in the whole RPG Maker games not being "good enough" thing, the problem is that too many people who didn't customize the engine whatsoever tried to sell their games, and people are now convinced that any game made with it is either a scam or an amateur game. If you can make it look like it was made in XNA or something, and don't say "Made with RPG Maker!", then you should be okay. Look at games like Breath of Death VII or Cthulhu Saves the World. They were made in XNA but could have been done exactly the same in RPG Maker, but then people wouldn't consider them indie masterpieces.
Creating an interesting narrative
When writing dialogue between characters, I find that it helps to listen to music. If I'm writing a scene between two best friends or childhood companions, I like to listen to songs about friendship and brotherhood, such as Bon Jovi's "Blood On Blood", or when writing about two characters in love, listening to love songs helps, but the song needs to be appropriate for the situation. A former relationship that didn't work out? Try Aerosmith's "Jaded" or Bon Jovi's "Misunderstood". (I'm big on older rock bands.)
It also helps to either have experienced the situation, or to know a person who is similar to the character you are writing about. This may or may not be going too far, but when writing a homosexual character, it helps to know a few. You'd be amazed how many bland stereotypes people make based on television or imagination. Or people writing about tragic loss yet have never experienced it. Even having a friend who has experienced something is better than nothing.
It also helps to either have experienced the situation, or to know a person who is similar to the character you are writing about. This may or may not be going too far, but when writing a homosexual character, it helps to know a few. You'd be amazed how many bland stereotypes people make based on television or imagination. Or people writing about tragic loss yet have never experienced it. Even having a friend who has experienced something is better than nothing.
[Poll] How Much “Planning” Or “Prepping” Do You Do Before Starting Your Game(s)?
I usually get a really good story going in my head anywhere from a few days prior to a month, then start working on it, only to realize I'm awful at making sounds and graphics. Probably why the last time I had a game worthy of anything was when I was still using RM2000 and could make graphics with no problem due to the low resolution. As much as I hate being one of those people who makes their entire game based around the RTP, there's just not much I can do without it.
Curse Of Chromia Review
The game is definitely a lot better now, kind of reminds of Final Fantasy II but with more directions on where to go. There is one problem though: I'm having an issue at the ruins where when I go to place the Sun Stone in a certain door, the game freezes. I'm assuming that's not the end of the demo.
What Videogames Are You Playing Right Now?
I bought a used copy of Rogue Galaxy (PS2) several months ago, and opened it for the first time the other day. Been playing that a little, and was playing Civilization V (PC) until it overheated my laptop and the screen blacked out. Other than that I've just been looking at some older RPGs for inspiration for my own stuff.
How should I create my game?
It really depends on how much you know or are willing to learn to do what you want to do with your game. If you're going for a traditional SNES-era Final Fantasy-esque RPG, then 2k3 is like that right from the start and you wouldn't need to learn or already know coding. With VX/Ace/XP, you'd have to add a script for that. If you're aiming for a really unique concept, or want to be able to create battle formulas yourself, then you should go with VX/Ace/XP. The full screen thing can be solved through scripting if you consider a problem. If you're going to be making your own resources, then 2k3 is easier because it has a lower resolution. I'd recommend VX Ace, simply because you have near complete freedom over what you make, limited only to what you're able to script.
[Poll] Other Travelers
One of the best examples I can think of for random travel by NPCs is Bethesda's open-world RPGs like Fallout and The Elder Scrolls. There's just something a little soul-crushing about seeing a merchant in the distance when you're in need of supplies, only for a powerful enemy to run in from nowhere and take him out in seconds. Same with monsters getting into populated areas and killing somebody you needed to talk to for a quest.
As for implementing it in RPG Maker or another similar game engine, you could probably do it using the current Play Time mixed with other factors. Maybe have an NPC who will find somebody else to do the quest if you decide to walk off for three hours without helping him, or have a merchant who travels to the next town after a couple hours. It seems like it would be hard to make complicated NPC interactions without a lot of variables, switches, or a really fleshed-out script.
As for implementing it in RPG Maker or another similar game engine, you could probably do it using the current Play Time mixed with other factors. Maybe have an NPC who will find somebody else to do the quest if you decide to walk off for three hours without helping him, or have a merchant who travels to the next town after a couple hours. It seems like it would be hard to make complicated NPC interactions without a lot of variables, switches, or a really fleshed-out script.