DECKY'S PROFILE

Decky
I'm a dog pirate
19517
Indie developer. Recovering MMO player. Custodian of random knowledge. Currently polishing Unchained, a 4-hour game for the Floppy Disk Drive event.

Completed Solo RPGS:
Carlsev Saga
Unchained
The Encephalon
Terence's Tribulations

Other Completed Solo/Team Projects:
Deckiller's Return
Final Fantasy XIII-2K3
Five: a 24 Badaptation
Mario's Mansion 2
Super Doki Doki World
The RMW Chain Game
Zephyr Skies

Completed Demos:
Carlsev Saga II
Jamie
Kolmesarta
Legend of Denadel
Project4
Radiant Chain
Solitary
The Encephalon II
The RMN Chain Game
Therese Saves the World
Valera

Canceled Projects:
Carlsev Saga II
Kolmesarta
Legend of Denadel
Solitary
The Encephalon II
The RMN Chain Game
Valera
Unchained
Winner of the 1.44 MB Floppy Disk Event. Four monsters have been turned into humans!

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New achievements

Surprise!

So I just added small 10 MS achievements for the following:

Pic of the Moment feature
RMN TV feature
Writing spot feature
Game/Dev Spotlight feature

There are also "redux" achievements, meaning you can earn up to two per category (and many have already!). I grandfathered everything, which is why some of you suddenly have 3-4 achievements in your notices. :)

Let's work on your game descriptions!

Let's work on your game descriptions!

What the heck is this?
This is a centralized location for users who need help with proofreading, expanding, clarifying, or marking up their game descriptions. It's meant for denied submissions, but I'm fine with anyone posting their description for feedback. I'll try to help with feedback, and hopefully others will as well :)

Game descriptions are one of the first things prospective players will see. The description will help make or break a first impression, and we all know how important and long lasting first impressions can be. If our descriptions are lackluster or misleading, it will lead to no downloads or angry players. Both are bad. Likewise, poorly written game descriptions will turn people off, especially in games as dialogue intensive as RPGs: a poorly written description is often a sign of a poorly written game! Simply put, we need to make sure they're polished and informative! We want to show that we care about our games, and that starts with how we describe them.

This also gives native English speakers the chance to help those who are non-native. It would suck to miss out on a good game because the English isn't where it needs to be, especially if it's elegantly written in the creator's native tongue. Personally, I've taken one foreign language in my life (Spanish) and I can tell you upfront: everyone's English is far better than my Spanish. And as an aside, many non-native English writers are better than their native counterparts.

What do I do?
If your submission was denied due to the description: post it here and wait for feedback! It's up to you to implement suggested changes. When you're confident in your revamped description, resubmit the game page!

If you want to help people: Just post your feedback and be considerate! You could list issues and suggested changes, or perhaps post a rewritten version for the user. Whatever floats your boat.

I may make an achievement for those who help X amount of game descriptions. Stay tuned for that.

A few words on game submissions.

Since I Started Keeping Track:
34 approvals
98 denials
35% approval rate


(Updated: 4/18/13)

Hey guys. I've just a few things to mention.

Out of the last 25 games I've looked at in submissions, I've approved only four. Some of the denials are over minor things, but I'm hoping we can break this trend.

I am going to start keeping track of game submissions statistics; they'll be general statistics, with no particular games or users being called out.

I'm thinking about overhauling the submissions guide to make it more current.

The bottom line is that an RPG (or any game, really) is a lot of work, and the game page is the front line of that work. Prose glitches in the description are also a reasonably reliable indicator of in-game dialogue issues. If your description is littered with prose errors and bare maps, nobody will want to play the game because they assume it will either be poorly written or made with no attention to detail. Even if you're making a first game, you will want to have an attractive and professional game page to attract players, which, in turn, will lead to more feedback for you.

If you're a non-native writer (believe me, I can pretty much guarantee your English is better than my work in any language), feel free to ask for help around here. We have plenty of people who would love to help you with your work. I'm also willing to correct errors if there are only a handful (and I often do).

If I deny your game based on prose issues, it is in no way an indictment of your gamedev abilities or your command of the language. I am just acting as a front line for what other readers will spot.

Please remember that game pages must have 3 screenshots of in-game content. Title screens and concept art, while great items for screenshots, are not playable and do not count toward the total. The screens have to be varied; I will usually ask for at least one map/level screenshot.

Mapping is easy to grasp (but hard to master). Super detailed maps on the level of Blindmind are certainly not expected in any submission, but we do like to see tight, play spaces. Honestly, there is no black or white standard for maps. Mario game areas will look completely different from RPGs. Action RPGs won't have as many doodads and details as traditional RPGs due to the need for space. It's a case by case basis, and I do my best to be fair. Achieving competency in mapping is not hard, and your maps will be one of the first things prospective players will see.

Most importantly, if you feel I unfairly denied your game, please let me know. I'm human after all. I'm not stubborn, and will gladly reverse a denial if there is legit reason to do so.

Happy gam making.

Edit: I'm following generally accepted English rules when I go through submissions. Sometimes people have personal reasons for not following a specific rule of grammar or whatever, and I do my best to identify those situations, but sometimes I overlook them. Shoot me a PM in that case.

Requests for Deckiller to review your game

I'll keep it simple: I'll be attempting to review a short (1-2 hours) game/demo every week. Would you like me to review yours? I may deny for certain reasons, and I reserve the right to change the priority :)

Also, feel free to remind me here if I said I'd review your game but forgot. I do that sometimes. :(

Currently in queue:
The Adventures of Ricky Van Horn
Ink Travellers


Finished:
VXA Pantomime: FFVI
Twin Ends
Tales from Zilmurik
Nebulus
The Magnus Light (priority: high)
Centuria (priority: high)
In Search for Clues (priority: high)
To Save a Land (priority: high)
In Search of Freedom (priority: high)

Quick game page submission bulletin

In an attempt to minimize denials due to short or non-existent game descriptions, we've implemented a small feature: a game page description must be at least 500 characters long or it won't be sent into the queue. This translates into about 2 medium-sized paragraphs. Thankfully, the page will tell you (in bright red font) how many characters you have written so you don't have to count every single letter by hand.

NaGaDeMo Review Drive Raffle Results

So it's a rather nerdy twist, but we fittingly held the raffle in RPG Maker:



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We wanted to announce the winners in the July/August podcast, but technical difficulties have delayed it.

Congratulations to Ankylo (ticket #1), Killer Wolf (ticket #3), Sylenus (ticket #82), and Marcus (ticket #77) for winning prizes 1 through 4 respectively!

Nagademo Review Drive: "Just June Jollies"!

This review drive has migrated! http://rpgmaker.net/events/nagademo_review_drive/

Please redirect your sign-ups there. I also updated the event description to include step-by-step instructions and other details.

Be sure to sign up and submit your reviews to the event page! Otherwise they won't count!

RMN Podcast Thread: Please Suggest Things for the July Podcast!

RMN MONTHLY PODCAST

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May/June 2012 (Part 1 - Part 2)
Hosts: Deckiller, GreatRedSpirit
Interview: UPRC
Topics: Nagademo, 5-Hour Contest, Super RMN Bros 3, Blackmoon Prophecy, Fangames
Total Length: 56 minutes
Release Date: June 25
***


July 2012
Hosts: TBD
Interview: Mateui
Topics: Nagademo, Pengui, TBD
Total Length: TBD
Tentative release date: July 19

Feel free to use this thread for any feedback, suggestions, or any comments related to the podcast.

Funny VX Ace textbox threads

Here's where we be productive while making our VX Ace sample games have fun and post stupid textboxes inspired by VX Ace facesets/faceset generator.







Climaxes and video games

What makes a good climax in a video game, where should it be in the story structure, and should it be gameplay- or story-driven? Do you like an epic cutscene with a particularly challenging boss battle? Or do you like to create a gauntlet of easier battles leading up to a powerful boss battle?

There's the traditional "witch hat" method of storytelling, blah blah blah. I've never bought into the idea that the climax should be the -middle- of the story. To me, the climax should be either immediately before the final dungeon or during it. I also like the idea of an epic penultimate dungeon that serves as the climax (or the build-up to the climax), followed by a smaller, perhaps more personal, final area.

Games can also have multiple climaxes, like TV shows - RPGs tend to be lengthy beasts, and games like Final Fantasy 8 have distinct climaxes at the end of each Disk (Parade, Garden vs. Garden, Lunatic Pandora showdown, time compression).

I dunno. I think a game needs a major -battle- as its climax, either on a macro or micro level. I want to face the most challenging story boss at the apex of the game, UNLESS there's a long cutscene involved. In such a case, the boss shouldn't be too hard - we don't want to kill the moment by forcing the player to replay the segment several times.

How do you handle the climax in your story structure, and how do you like to see it tied into the gameplay?