New account registration is temporarily disabled.

CORFAISUS'S PROFILE

Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
"Winning" internet arguments via dismissive hyperbolic falsehoods and selective ignorance.

Unallocated Skill Points

"Take this beautiful moment and make a joke out of it. If you can't, you're a slave to it."

"The imperfections show the face."
Tales from Zilmurik
Epic of Damnation and Redemption

Search

Filter

PSA: DO NOT Use Unity (Or RM Unite)

author=Strak
I agree with everything you guys are saying. But contributing to the spread of propaganda and misinformation is generally not a healthy or mature approach to any situation. Speak out about it, yes, but do the research first. Is that fair?

NEVER!!!

In all seriousness: I've seen the whole "have you seen this guy?!" and it wasn't even that guy. I have no regret about asking for evidence that lead to correcting the narrative, especially when it became apparent that others were already spreading it.

Unity, I don't use; I know games that do (especially anything that starts with a drop down box for resolution, full screen, etc.) and I play them. If RPG Maker pulled something like this, I'd have to leave. Steam's $100 thing is already too expensive for me, and the fact that I don't see any sales revenue until I hit another threshold has soured me from operating under them again.

Another day where I wish I'd picked a different name

You blew it!

13.4 GB of RPG Maker games

Wasn't that SegNin's job? Was he the one with the entire library at his disposal?

How much lore should you find in a university library ?

I wonder what it's like to have friends?

Been there, made it weird - not worth it.

I Have Two Conflicting Plot Ideas for the Same Game Concept. Help!

You're not going to get stuck on the treadmill, are you?



You've said you have the rest of your life to work on this, but realistically, how long is RPG Maker VX/M/Z/NOP+ going to be relevant? Even if you stuck to your guns and kept the series going, getting stuck in "development hell" will only ensure that it won't just be the rest of your life that gets spent on it, but the coming generations' lives, too.

Another thing that was brought up was "ambition" and "scale". When you're in this position, the only feasible move is to scale back, not up.

https://www.derekyu.com/makegames/deathloops.html

I Have Two Conflicting Plot Ideas for the Same Game Concept. Help!

author=unity
I think you may be getting a bit too caught up with lore and plot details. You've got a fresh new start here where you can do literally anything.

Instead of worrying about all this lore and details, instead you should boil down what you find interesting and fun about all this and do that instead. No one's going to care about the lore unless you've already made a successful well-known series.

I'm planning on remaking a game I made at 14 one of these days and I'll tell you, I'm throwing out details by the truckload and only keeping the really good stuff. I'm cutting the character roster in half so I don't get bogged down on loose threads that don't contribute to the core of the story.

I think figuring out what would be a fun experience for the players matters much more than getting the exact details of which conflicting plot ideas to use. Merge, use, drop or ignore plot details completely as you like, work on making a good game, make the game you want to make, and it'll shine much more than something that has to be bogged down in previous plot details.
author=Darken
I'd (briefly) list the pros and cons and put them side by side and decide from there. I've had many projects that split into multiple projects like some damn cell division. But it's best to return to why you actually liked the original idea in the first place and stick with whichever one is truest to that essence. Though ideally it's the easiest one to do and execute that takes precedence.

and yeah lore really doesn't matter to most. people generally do not care about world building until they've actually played and enjoyed the game and want to know more. Otherwise it's self indulgent and you can really do whatever you want. There are some exceptions. Like the SCP Foundation is just media that's lore on its own. But that's across different contributors and borne out of a natural community occurrence (the same way mythology is created).

No one is going to be able to tell you how "good" the lore is based on a wall of text and it's not the main expectation or why a game is generally good. If it's for your enjoyment then do whatever direction is most enjoyable to develop. It might be worth considering writing a novel or a tabletop game or something since those tend to be more compatible.

In all bluntness, these.

I once went whole hog on planning out an entire series of games that would tell a story from (essentially) the dawn of time to the end of days. It was going to be a five parter with entries spanning 2k, VX, XP, 95 and 2k3 in that order. At one point, the one world I had would become two. I spent years brainstorming, logging and starting remakes of projects in order to have them flow when it was all said and done. I also figured I'd plateaued developmentally so I willfully held the first installment back in order to have a continuously improving series. I'm pretty sure I was finally bogged down so much by the minutia in 2012 that I just stopped.

I decided to go back to the drawing board with my original game, shredded what ungainly mess I had and pieced it back together without the need for multiple worlds. I squeezed in historical fragments wherever I could through the natural flow of the game, but hadn't yet decided what to do with the rest of the series. I had an epiphany concerning the future (that 1. this would take the rest of my life to make, and 2. nobody would want to play them) and came to the conclusion that scrapping the sequence would be best, and instead opting to throw in an optional book with repeatable miniquests disguised as chapters that highlighted "the best of the rest".

Nobody cared anyway. The book just became a dusty tome on the shelf and all the years I'd spent crafting this world has resulted in a pretty even split between people who like it and people who don't.

You want this? Do it. I'm not going to promise you the moon and say it'll shine, but you write the story you want written and to hell with the consequences.

How to Make a popular RPG Maker Game

author=KrimsonKatt
Edit: If Chronicles: The Lost Page had no rips and more "unique" graphics (mainly a van-goh paint like artstyle), it would have 100,000 sales instead of just around 150/200 and I would be a millionaire. That's how easy it is to make a popular game, just be spooky and have pretty graphics. You don't need to have a good story, or good characters, or good gameplay, just nice graphics and creepy stuff.

No, no, no. First off: you're not leaving room for actually making a good game. Van Gogh actually did good work.

What good is a game without gameplay, or a story without a coherent narrative?

Secondly: doing your own work. What do Omori, Pizza Tower, Undertale and Deltarune all have in common? A dedicated art style. C:TLP doesn't have anything that sets it apart. The graphics are all stock and they aren't used well. RPG Maker has a great affordance in doing most/all the work for you, but having that allowance causes all things to look exactly the same; and if you don't do the same thing well, it's just the same.

What rises to the top isn't up to you, but the same will never rise to the top on its own value. I hamstrung my own game by trying to make a beautiful RTP game, but having accomplished that, what I should seriously consider doing is giving it its own skin. Is there a financial incentive to do so? Absolutely not - the game's had its sales... but if even just for the love of the game, it's the right thing to do.

The Most Dangerous Chicken: Rebwukening Review

You'll need to jump down the well of the ice town to see more.

Is AI generated art ethical?

AI art is eugenics.