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I agree with SorceressKyrsty; consider whether the story you want to tell would fit better into a game, or into novel. In a game, the story is secondary to the gameplay, naturally, so if you want to focus on the story more a novel might be a better choice.

Of course, a compromise does exist in the form of a visual novel, which is primarily a novel with visuals that may or may not feature some gameplay elements. For example, the 2009 visual novel "999: Nine Hours, Nine Persons, Nine Doors" is essentially an interactive story, featuring puzzles and choices from the player that influence the outcome of said story. Something like that might work for what you want to do.

The Screenshot Topic Returns

Ah, I see; I'm used to editing in VX Ace.

The top right corner appears to have a ledge without an edge, and it looks rather jarring to me.

The Screenshot Topic Returns

I agree with Craze; FF4's dungeon design is some of the best inspiration for RPG Maker style games.

Anyway, I think that the map is looking better Xenomic, and I think you were wise to get rid of the ramps; ramps just don't look right in this kind of forced perspective, imo. There are still some issues, however; there are parts where the ledges are oddly miscoloured, the section without a ledge looks like a graphical error, and, while the rock bridge is an interesting idea, it doesn't look right next to the rock walls. The base of the rock walls also has a rather jarring outline, and should match the floor in colour.

Having said that, it does look better and I like the more concise feel to the area. It's a bit plain, but you can always change that later.

Gaming developing and where to begin.

author=LockeZ
If it's your first game, you probably don't really even know what to plan, though. I mean I tried to do this in my first game but the planning amounted to a list of characters, a list of spells for each character, and a plot overview including dungeons and bosses. Oh, and about ten pages of jokes.

Know what it didn't have? An overview of when you get access to elemental and status resistance gear. A general indication of when in the game each of those spells actually becomes available. A correlation of which bosses will require or benefit from said gear and spells. Anything at all about enemy mechanics beyond describing my bosses as "a fire-elemental dragon" and "a golem with a lot of HP." A timeline of teaching the game's mechanics to the player - not that it had any mechanics to learn. An overview of what I would and wouldn't need in my tilesets, since I only got five tilesets for the whole game. A realization that RM95 only has 256 switches and I needed to ration them out ahead of time, or that buff spells don't work for players in RM95 and I needed a different way of differentiating characters.

But shit man, I had like ten pages of jokes planned out. What could possibly go wrong?


lol! My first game suffered from some organizational problems as well; in addition to there being a fair number of glitches due to my not organizing the maps properly, players complained that the difficulty curve was too high later in the game, and that some of the playable characters were far superior to others.

What I've learned to do since then is to work 'big to small' when organizing a game's various details. I start with one document that breaks down the game into sections (chapters, essentially, which cover the areas in sequence). Each section is then further broken down into two categories of areas; towns and dungeons. Each location is then further broken down into lists of NPCs, items, monsters, rooms and puzzles. Doing this allows the designer to have a quick 'fact sheet' for each location.

What I do next is then make a new document for each location, copy and pasting the information from the fact sheet, where I flesh out all the other details; the location of treasures and enemies, relevant plot points, the number of switches and events required, enemy and boss strategies etc. I find that the more complex the location, the more helpful a detailed outline will be in bringing it to life. I usually then make a new folder for each area, with more detailed information in separate documents (item stats, puzzle solutions, character dialogue, etc.)

As for characters, the same basic approach applies; I start with each character's class (assuming I am using classes), then I put down their skill lists, their usable equipment, their basic stat progression, etc. After I have done that, I have a pretty good idea of how the various party members will look at given points in the game, and I can go back to the areas and jot down things like what the intended level for the party will be in a given dungeon, and revise the area data accordingly.

Above all else, I try to follow the KISS principle ("Keep it simple, stupid"); things will get complex on their own, so I find games work best if the designer tries to keep things as basic and straightforward as possible when laying down the framework. Once the game starts to come together and you know that the foundations are sound, you can get more creative and add more content.

Gaming developing and where to begin.

Whenever I create any game, I find it tremendously helpful to plan it all out in a word document or on paper before I start to build everything up. Doing things this way allows me to gauge just how much time I'll need to spend on each part, how long the game will be, what the mechanics will be, what resources I'll need, and what to cut out if necessary.

It is so much easier to plan things out this way than to have to make massive coding, map, event and database changes because you've realized you've neglected something 100+ hours into your design work.

RPGs, balance of power and difficulty

Game balance is tricky because, in most games, there is no perfect formula for making the game gradually more difficult. Challenges in RPGs tend to be strategy-based, so in a well-made RPG, even if a player has excellent stats they can easily lose a battle if they do not think strategically.

As JosephSeraph pointed out, each new challenge is essentially an exam. In an action game, these new challenges would test a player's reflexes and mastery of the controls, which naturally improve as the player continues playing. In an RPG, a player should have to apply what they have learned about combat, abilities, etc. in order to be victorious.

For example, suppose the player has been breezing through the last several encounters with a basic attack strategy, and is then confronted with a boss that fully heals itself after taking a certain amount of damage. In addition, the fight will automatically be lost after 10 rounds of combat have passed.

Obviously the frontal assault won't work, so the player will have to find some way to deplete the enemy's magic points and finish off the boss, fast. However, when not healing, the boss drains the party's magic points. So, the strategy becomes doing enough damage to the boss to force it to heal, which prevents it from stealing the party's MP, while also stealing away the enemy's own MP. If the player is clever, they will be able to fully deplete the boss's MP and finish it off before time runs out.

This is just a very basic example of how you can switch things up a bit to get the player thinking (there will likely be alternative solutions to the above problem in your game). Rather than be frustrated, the player will feel smart for figuring out a new strategy that works, and that they can apply to later challenges as well.

Game denied. My mapping needs "some pretty serious help." That's less than helpful...

author=Shoobinator
author=Lucidstillness
Yeah, if you are going to have square edges to the bank, I think it would look more natural to line the river with a stone edge. You could keep some of the grass on the floor, as some temples are overgrown with foliage in real life.
Do you just mean a few rock objects? Or stone floor tiles?


I think stone floor tiles would look more appropriate.

Game denied. My mapping needs "some pretty serious help." That's less than helpful...

Yeah, if you are going to have square edges to the bank, I think it would look more natural to line the river with a stone edge. You could keep some of the grass on the floor, as some temples are overgrown with foliage in real life.

Game denied. My mapping needs "some pretty serious help." That's less than helpful...

author=Liberty
Some of your heights are quite off. Here's a picture to show you. There may be more I missed. It's getting better, though. Don't give up hope!

Of the various issues your maps have, this one is the most important, as incorrect heights can make the entire architecture and/or geography of an area look surreal and wrong. It can be hard to keep track of the elevations (I've made the same mistakes before too), but it helps to imagine the room being viewed from the side. For example, if you were to view the top right wall that Liberty circled from the side, the ceiling would appear to be sloping down towards the water's edge, which I don't think is the look you are going for.

I actually think the temple layout with the water looks pretty creative and interesting, but I think you should do as LockeZ has suggested and use tiles that fit the square edge of the water (perhaps have a perimeter of stone tiles surrounding the water's edge?). One other issue that isn't really your fault but is nevertheless a problem is that the waterfall sprite used appears to have dirt edges, which do not match the edges of the water tile used (the dirt edges appear to be floating in space).

I know all this criticism can be depressing, but you are handling it the right way; don't take it personally, just use the advice others give to improve. Remember, you will never get worse, only better!

[Poll] Death Note - was Light Yagami right?

Well, would you guys like to live in a world where every crime (including the crime of being lazy) was punishable by the death penalty? Sure, you'd have peace, but it'd be the peace of tyranny.

Death Note is a very clever work in that it makes the reader/viewer question the value of freedom.