KING OF GAMES'S PROFILE
I'm a young fool and I make games via RM. I enjoy game mechanics and theories, especially new graphical experiments. I'm a master chip splicer and I draw my own resources as well. Teaching myself how to digitally paint via PS, after pixeling for several years.
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The Screenshot Topic Returns
The Screenshot Topic Returns
RM Game as single exe
It's a good service for people who want to use it. You don't have to flip your lid over it. Its utility best serves itself to RM outsiders who wouldn't have RM/RTP installed as a prerequisite to playing RM games.
The Screenshot Topic Returns
author=UPRC
Looks very cool Tau. My only beef is a minor one that shouldn't mean anything to you, but whenever I read the title I think of Uncharted 2. I'm a massive Uncharted fan though, so that's probably why.
Ditto.
The Direction of RPG Maker Community
author=DE
when, you know, no one actually made games, just talked about making them, with only a handful of people producing anything of value.
Isn't this still going on?
SilverSnakes Lets Play
I have to say I like your approach to these let's plays much better than some of the others that have been floating around here. Seems more like raw reaction and more honest/neutral, which is better for the developers to gauge how their audience is reacting to their games.
Dungeon Design
Maybe it was the wording, but I said hero/player, meaning the hero is physically challenged within the realm of the game, whereas puzzles challenge the player. Also the distinction that puzzles are a different entity from battles. They are both mentally stimulating for the player, but activate different parts of the brain, because one is strategy based problem solving, and the other is more hands on/mechanical.
I don't think a dungeon could be truly successful if it only relied on battles, no matter how engaging the battle system is. The collection of elements (puzzle, battles, mini-games, traps, and rewards)are always going to be more compelling than any one element on its own. But of course this depends on structure, which I guess is what you were expecting to read more about rather than the linage of planning and process. I touched on it here, and will elaborate on it for the article.
In terms of the linarity of a dungeon, in the greater context of the game, every dungeon is linear in function, because there is a clear start and end point, that has to be completed to progress the story of the game. No matter how many paths there are, there is only one way out. A linear dungeon can be successful too if its well structured, and doesn't have to block out exploration necessarily. It's important to remember the role/utility of linearity and recognize that it occurs on a spectrum, that the dichotomy of linear vs. not linear is a construct.
I don't think a dungeon could be truly successful if it only relied on battles, no matter how engaging the battle system is. The collection of elements (puzzle, battles, mini-games, traps, and rewards)are always going to be more compelling than any one element on its own. But of course this depends on structure, which I guess is what you were expecting to read more about rather than the linage of planning and process. I touched on it here, and will elaborate on it for the article.
In terms of the linarity of a dungeon, in the greater context of the game, every dungeon is linear in function, because there is a clear start and end point, that has to be completed to progress the story of the game. No matter how many paths there are, there is only one way out. A linear dungeon can be successful too if its well structured, and doesn't have to block out exploration necessarily. It's important to remember the role/utility of linearity and recognize that it occurs on a spectrum, that the dichotomy of linear vs. not linear is a construct.
Dungeon Design
This is a good topic to work through for the article, that is, the role of linearity in dungeons. When is it helpful, and when is it stifling? Recently I've been designing with a "cut the fat" perspective, that every room should have some kind of function that contributes to the experience rather that have nothing. There's room for filler of course, but I try to keep it minimal. The idea of a dead end lends itself well to labyrinth design.
The plan as you go method can be useful in the context that you described, but it's tricky, because a lot of amateurs default to this for not only their dungeons, but for their game's story, and the result is a mess. When it comes to mazes in general, improv seems natural, like I said the sketches can be interpretive. Another thing you can do is combine methods, plan where the interactive elements are, but leave blank spaces where you can make big old maps in the editor and experiment with different wall formations/paths to follow.
My tendency is to reward exploration. I love secrets (as aforementioned, raised off Zelda)so usually my dead ends warrant treasure. Because some of the secrets are so esoteric, that if the player figures it out, they should get a sizable reward for doing so. Straight paths aren't as visually or playfully interesting. My general design tendency is one step back, two steps forward kind of thing. incorporating backtracking and using new skills in old scenarios, makes it feel more cohesive overall and each room has the role of multiple functions, that can itself be played with to create new dynamic structures.
The plan as you go method can be useful in the context that you described, but it's tricky, because a lot of amateurs default to this for not only their dungeons, but for their game's story, and the result is a mess. When it comes to mazes in general, improv seems natural, like I said the sketches can be interpretive. Another thing you can do is combine methods, plan where the interactive elements are, but leave blank spaces where you can make big old maps in the editor and experiment with different wall formations/paths to follow.
My tendency is to reward exploration. I love secrets (as aforementioned, raised off Zelda)so usually my dead ends warrant treasure. Because some of the secrets are so esoteric, that if the player figures it out, they should get a sizable reward for doing so. Straight paths aren't as visually or playfully interesting. My general design tendency is one step back, two steps forward kind of thing. incorporating backtracking and using new skills in old scenarios, makes it feel more cohesive overall and each room has the role of multiple functions, that can itself be played with to create new dynamic structures.
Dungeon Design
@Alter-Ego:I've learned that memory is one of my least reliable traits, but I feel that this is for all people, memories get altered and are easy to be forgotten. That's why it's important to write everything down. There have been times where I had been wracking my brain with a certain problem, whether it be story-wise or design wise, but when I refer to my notes, the answer was already worked out solved everything I needed it to.
Improvisation is merely a layer, I don't think it's reliable enough to support the weight of a full dungeon layout. Some people prefer to make their layouts in maker too, (I've even seen chipsets devoted to this purpose) but I never was able to use them effectively. But like I said before, if it works for you, that's fine, keep doing it, these are merely suggestions for if people are stuck or don't know where to start.
@Ashley Lacure: I haven't played Balmung Cycle, or Starless Umbra, actually the amount of RM games I HAVE played is a slim list, and excludes nearly all that are considered classics. What I DO do, is study commercial games and highlight the skills that shine in those tiles, and try to dissect its mechanics. Once I understand it, I think of how I can implement it within the limitations of RM, and then get to planning. It is this Quintilian mode of imitation that I find most useful, and it's not biting directly, it's synthesizing a bunch of quality mechanics into a cohesive whole, which is itself a hard task, but an important skill.
If you're making a dungeon crawler, then this type of preparatory planning is very important, because it's the majority of what the game's relying on for it's gameplay content.
I'm glad people are finding this useful, and I will revisit it, elaborate on it, and publish it as a full blown article, possibly with more examples from other games, etc.
Improvisation is merely a layer, I don't think it's reliable enough to support the weight of a full dungeon layout. Some people prefer to make their layouts in maker too, (I've even seen chipsets devoted to this purpose) but I never was able to use them effectively. But like I said before, if it works for you, that's fine, keep doing it, these are merely suggestions for if people are stuck or don't know where to start.
@Ashley Lacure: I haven't played Balmung Cycle, or Starless Umbra, actually the amount of RM games I HAVE played is a slim list, and excludes nearly all that are considered classics. What I DO do, is study commercial games and highlight the skills that shine in those tiles, and try to dissect its mechanics. Once I understand it, I think of how I can implement it within the limitations of RM, and then get to planning. It is this Quintilian mode of imitation that I find most useful, and it's not biting directly, it's synthesizing a bunch of quality mechanics into a cohesive whole, which is itself a hard task, but an important skill.
If you're making a dungeon crawler, then this type of preparatory planning is very important, because it's the majority of what the game's relying on for it's gameplay content.
I'm glad people are finding this useful, and I will revisit it, elaborate on it, and publish it as a full blown article, possibly with more examples from other games, etc.
Dungeon Design
Yeah VX rtp is pretty terrible, squares on squares on squares. Maybe I'm spoiled by making custom graphs and splicin SNES games?
And yeah, I've seen some awful dungeon design, either by playing games or via watching "Let's Try's" and a lot of them are very basic, like a cave that the whole layout is a maze with some chests thrown around randomly with random encounters. How is that fun? For me, puzzles are paramount because I grew up off Zelda and they had a profound impact on me, especially as a designer. That, and I hate battles because they're cheapo challenges.
And yeah it's nice to justify things in game, I get lost sometimes creating little stories to account for this or that. This is a dream world though, where anything goes, at least in this portion of the game/dungeon. My spikes don't come out of the floor, they're attached to walls, or spike blocks slide back and forth so you have to time your entry.
Part of the reason why I posted this is to help people push beyond basic concepts, and into something more interesting/fun to play. Of course part of me is conscious about ppl lifting, but I'm here to spit knowledge first. I've got other stuff under the radar as well, but this is just a look into the creation process.
@Deckiller: Notepad is a cool place to start, I write a lot of my ideas in Evernote so they can't be erased. But, personally, I'm a visual person, and it helps a lot to see everything laid out in front of me, that I can look at and make decisions based on. If your method works and you're able to make compelling dungeons through detailed descriptions, that's cool too.
And yeah, I've seen some awful dungeon design, either by playing games or via watching "Let's Try's" and a lot of them are very basic, like a cave that the whole layout is a maze with some chests thrown around randomly with random encounters. How is that fun? For me, puzzles are paramount because I grew up off Zelda and they had a profound impact on me, especially as a designer. That, and I hate battles because they're cheapo challenges.
And yeah it's nice to justify things in game, I get lost sometimes creating little stories to account for this or that. This is a dream world though, where anything goes, at least in this portion of the game/dungeon. My spikes don't come out of the floor, they're attached to walls, or spike blocks slide back and forth so you have to time your entry.
Part of the reason why I posted this is to help people push beyond basic concepts, and into something more interesting/fun to play. Of course part of me is conscious about ppl lifting, but I'm here to spit knowledge first. I've got other stuff under the radar as well, but this is just a look into the creation process.
@Deckiller: Notepad is a cool place to start, I write a lot of my ideas in Evernote so they can't be erased. But, personally, I'm a visual person, and it helps a lot to see everything laid out in front of me, that I can look at and make decisions based on. If your method works and you're able to make compelling dungeons through detailed descriptions, that's cool too.