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1 Save File in RPG Maker 2003

It can have some advantages. I'm playing Fable 2 atm and that game also has 1 save per game. Considering the game is all about left or right decisions, this limitation makes you think about your decisions a bit better.

Tutorials, learning and hand-holding

Reminds me of this slideshow, it tells the same story but elaborates further.

http://www.slideshare.net/dings/just-add-points-what-ux-can-and-cannot-learn-from-games

I played TLOZ Spirit Tracks and realized that the dungeon design was actually one big 'tutorial' for the new skill you get in that dungeon.

I used the idea in my own game. But yeah, this all regards to action games.

In classic turn-based RPG battles, it might be less obvious what is expected of you. But I believe that using text is not the problem. You need to leave stuff for the player to find out, in an environment that reflect the rules of the game, and allows the player to experiment. I can imagine that draining HP/MP and unclear, varying enemey weaknesses is a less-than-ideal environment to try to figure out a weakness.

Is expansive too expansive?

I think a good first question to ask yourself is what space experience you want to go for, and then design the space of the galaxy accordingly. I also believe that depending on the travel system, long travels can be interesting.

Mass Effect 2/3 is pretty much instant-warp to the destination of your choice. The galaxy is big, but the traveling itself was near-effortless. Personally I preferred the bit of aimless wandering in ME1 on the planet. I've also once played a space game where it seemed you could fly your ship in one direction forever, and occasionally fly past a new planet or meteor. It gave a strong sense of desolation... which could be part of the space experience you want.

I can also imagine that the space between two destinations can be riddled with challenges, such as gravity pulls of large planets, meteorite storms, hostile space pirates... which is a more action-oriented approach to the same space between destinations. I imagine this space to be as big as the designed challenges on the road require it.

New battle system Idea

I think showing the work you already have (animations/sprites/maps) is going to help your case. As well as telling in what game making program you're making it in.

Also, embedding reasonably sized images would help readability.

No, I'm not interested.

RM timeline?

Check the Misaos history. That should give you a rough impression of the english rm scene. This, because the winner usually managed to amass a good deal of people to vote for his/her game, thus probably having the attention of a good deal of people. Though I've seen german rm sites with rm projects that made me think they are in a league of their own. Like, lots of unknown yet very impressive-looking games.

In either case, I've been told that rm95 had its popular phase. Scope wise, I'd start the timeline there. I can only remember A Blurred Line being hyped (see misaos) and The Way and a story of NigSek being the hype before ABL, and a time where I was a young boy and got excited over these misao awards all the forum seniors were talking about... but all those stories are from old, subjective memories.

I wonder what your criteria are of defining an 'era'. A certain threshold of people aware of a rm game / rm event? I suppose you'd want to list some big rm community sites. Heck, I'd already be interested in just seeing the rm communities come and go (along with active member count on the timeline). I bet you can find lots.

Whatchu Workin' On? Tell us!

@Trujin: That all sounds awfully familiar. I had a project I kept redoing/adding stuff to for I think 5 years, also because of constant redo-ing/adding. Getting the system to work right is the most rewarding bit of making the game IMO. Now if only there were people that enjoy using special rm2k3 systems to create expansive games...

I remember a post of you on rpg2knet, when apparently you already left the community. That must now be about 10 years ago. I was 16 back then. Holy shit. Old habits die hard.


Back on topic, I finished game in screenshot. Made project page, etc. Yay, a game I can consider finished.

Whatchu Workin' On? Tell us!

@Trujin: That looks like a ridiculously expansive menu system for an rm2k3 game. Impressive. The subtle use of black/white/blue gives a calm look. With that, any use of color or subtle moving elements could be used to divert the user's attention to whatever matters (i.e. selected item). I think using descriptive icons instead of the rectangle placeholders would make a big difference in the presentation.

Is this for a particular game, or do you intend to create a menu system that can be reused for many games?

Whatchu Workin' On? Tell us!

A platformer. Old project in rm2k3 + powermode that was supposed to be a community thing on another website. The community is pretty much dead, but I figured it was too much of a waste to leave the project unfinished.



One of the last maps in action.

Using RPGmaker to teach R.E. to kids

I kind of wonder to what extent a 10 year old child should be encouraged to search spiritual enrichment. At that age I was just listening to bible stories with great interest, but probably because I liked to be read stories, not for spiritual enrichment. Spiritual enrichment happened only recently, when I was like 23 - and it's not particularly Christianity. On hindsight it was useful to know the stories because it is culturally 'normal' to at least know a bit of it.

I think that games are good to make abstract teachings very concrete in a simulated situation. I assume that Christianity ultimately propagates living in peace with your environment and with yourself, and the ten commandments being a simple list of living in peace with your environment. In real life, when I get in a conflict situation or find money on the street, I'd probably choose to break those commandments. So what a game could offer me is a simulation of what would ultimately happen if I would remain friendly and honest - or not.

Well maybe this is too farfetched or very complex to realize but this is how I'd say a game could actually be useful in getting children to think about the contents of spiritual teachings. You may possibly apply it to bible stories so they also get the cultural background.
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