NEWBLACK'S PROFILE
The undead are among us,
at dawn they shrink back to their silken beds.
They dance by night
and drink the blood
of a child's broken neck.
at dawn they shrink back to their silken beds.
They dance by night
and drink the blood
of a child's broken neck.
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Project Planning/Working Methods?
I just read this article: http://rpgmaker.net/articles/101/
And I've got a confession.
I've never finished a project in my life. I only recently re-installed rpg maker, the last time I used it properly must have been between 4-6 years ago in my mid-teens. I was never brilliant but I was a perfectionist and could never live up to my own high expectations without getting totally frustrated at my own lack of ability/commitment. The closest I ever got to completing an RM project was putting out a demo of a joke GTA-style game that I made with a friend. What I was surprised to see when I found this place is that people actually HAVE completed whole game projects... I actually used to say (before I knew an RM community even existed) that NOBODY had ever actually finished and released a complete game.
So, to people who've actually completed a project or multiple projects... How do you go about it? Do you have any active methods for planning and executing the stages in your game's development? If you were to start a new project today what would your first steps be? and how far ahead do you see into your project's future? Do you have it all figured out from start to finish or do you wing it for the most part?
See, for me, I begin a project yet a KNOW somewhere down the line I'm going to have to face up to the things I'm putting off. For instance, knowing I'll need custom battle backdrops & custom monsters, knowing that I'm going to have to make at least some of my own music, knowing that I'm eventually gonna need to replace the crappy default hero re-colour I'm using. Where to begin?
These are the questions I'd like to see discussed.
And I've got a confession.
I've never finished a project in my life. I only recently re-installed rpg maker, the last time I used it properly must have been between 4-6 years ago in my mid-teens. I was never brilliant but I was a perfectionist and could never live up to my own high expectations without getting totally frustrated at my own lack of ability/commitment. The closest I ever got to completing an RM project was putting out a demo of a joke GTA-style game that I made with a friend. What I was surprised to see when I found this place is that people actually HAVE completed whole game projects... I actually used to say (before I knew an RM community even existed) that NOBODY had ever actually finished and released a complete game.
So, to people who've actually completed a project or multiple projects... How do you go about it? Do you have any active methods for planning and executing the stages in your game's development? If you were to start a new project today what would your first steps be? and how far ahead do you see into your project's future? Do you have it all figured out from start to finish or do you wing it for the most part?
See, for me, I begin a project yet a KNOW somewhere down the line I'm going to have to face up to the things I'm putting off. For instance, knowing I'll need custom battle backdrops & custom monsters, knowing that I'm going to have to make at least some of my own music, knowing that I'm eventually gonna need to replace the crappy default hero re-colour I'm using. Where to begin?
These are the questions I'd like to see discussed.
Touch Encounters
post=147340
Stepping towards hero is fine if:
- Enemies only start doing it once they see the hero.
- Enemies only do it if you get too close to them.
- Enemies only do it if you make a sound to alert them.
Etc.
What I meant, though, was that you shouldn't set all the monster events to "Move Towards Hero" and leave it as that without any other modifications. I've seen this done and it is horrible with anything more than 5 encounters on a map.
So far I've used it on a map where there's 3 Zombie-like opponents in a cramped corridor :), guess I'm good to go. :D
I'm definitely going to want to use some of those methods with "smarter" enemies though. It'll be awesome.
Why do RMXP/VX chipsets look so crappy?
Okay, those are sweet as. To be COMPLETELY honest. I don't even know the differences between the two (VX/XP?) because I've not even touched them. If i finish/abandon my current project I might move on to a newer engine once I'm good enough to actually use it. I just know that graphically speaking, until NOW I've not seen much I can say I've liked.
I like 2k3 because I have zero programming knowledge (so scripting anything original would be near impossible for me) and don't want to use a first-person battle system. I just like to make things look pretty cool/fitting and have decent & hopefully non-tedious game-play.
I like 2k3 because I have zero programming knowledge (so scripting anything original would be near impossible for me) and don't want to use a first-person battle system. I just like to make things look pretty cool/fitting and have decent & hopefully non-tedious game-play.
DOING IT! - WEEK FIVE
^When I was 15 I was dead proud of this^ (Not from my current project though.)
post=147158
An industrial city thing that I have been working on for a while.
I've been mixing and matching with these tiles for ages, and trying to get the colours right.
I suppose what a good map should consist of is elevation and be structurally-sound. I also believe that multiple routes should exist for the player to navigate in, to sort of give them a sense of being in an open world, yet still confined to some limit; some overall direction they have to follow, but different ways to get there ('nd secrets and all).
^I could really do with that chipset for my current project^
Why do RMXP/VX chipsets look so crappy?
Touch Encounters
If you're going to have touch-encounters then, for the love of <insert relevant deity here> do not set them all to "Step Towards Hero". That is an awful way to do it.
Maybe I could write a series of these things?
Please elbaorate :P My current "system" is pretty reliant on this (seemed like the obvious thing to do :P). They're mindless monsters for the most part so I don't really want any running away from the hero.. But how would you go about it?
Why do RMXP/VX chipsets look so crappy?
Okay, I've never used VX or XP.. But even on the most well thought-out maps I've seen, the chipsets have looked crappy. I've seen one exception and that was a village in some DIRE and terrible game somebody made that I saw on youtube.
I know 2k/2k3 is really low resolution but even the RTP chipsets could look half-decent if you actually used them properly. Everything looks super-square on XP/VX and everything seems to clash.
Somebody please show me some epic visuals from an XP/VX map?
I know 2k/2k3 is really low resolution but even the RTP chipsets could look half-decent if you actually used them properly. Everything looks super-square on XP/VX and everything seems to clash.
Somebody please show me some epic visuals from an XP/VX map?
Equipment Triggered Skills
EDIT: NOOB FAIL. I found the mistake as soon as I posted it.
Howcome it says "Change Switch: Var..." -? It's not a variable?
Howcome it says "Change Switch: Var..." -? It's not a variable?
Equipment Triggered Skills
Is this code repeatable?
I got it to work once-around but the skill, for some reason, doesn't "re-learn" when I re-equip the item. It just unlearned it when removing and then that was it. This is in RM2k code though so I think I've messed up somewhere with the switch operations.
I got it to work once-around but the skill, for some reason, doesn't "re-learn" when I re-equip the item. It just unlearned it when removing and then that was it. This is in RM2k code though so I think I've messed up somewhere with the switch operations.
"Complex" weapon/ammo system problems.
Yeah you're probably right about that. What I think I'll do, at least for this game... Is scale it back to a single-weapon system. I read somewhere that RM2K3 doesn't recognise 2-handed weapons as 2-handed when it comes to shield-using characters.. If that's true then that kind-of helps considering "hands" were a big feature of my old proposed system. Even if it's not true.. I don't have to take that into consideration if my second-slot items are going to be something other than a shield.
Considering the theme of the game I think I'll use the shield slot for equip-able items called "seals" that don't really affect stats that much but rather apply varying "resist" attributes to the character (elemental/status resistance for instance). It might sound a shabby idea right now but it should fit in with the theme of my game.
SOO anyway, to Fallen-Griever.. I don't know how many kinds of ammunition I'll be utilising just yet but if I go as extensive as I expect to then I will go as far as to give different types of ammunition different attributes (armour-piercing for instance). So when it comes to certain types of enemy, correct weapon choice will be essential rather than the player simply equipping the weapon with the highest stats.
For the time-being I'll make about 5-10 copies of the ammo/gun event stuff, probably 5 different kinds of ammunition and some weapons that share ammunition but have different ammo consumption and other factors (for instance an M1911 pistol and a UMP will share ammuntion but the UMP will decrease agility, use more ammunition and attack multiple times per turn).
The problem I have with this system is the fact I'd want to be able to change weapon in battle which is feasible but it's going to be really complicated in itself. OR RATHER just make it the player's responsibility to keep an eye on their ammo consumption in order to avoid being done in. I've made it so that in the event of running out of ammo the "default weapon" is equipped (a survival knife that you will always have) instead of being unarmed. The event will actually equip a "new" knife every time and remove the old one from the inventory, but it's all the same to the player
SO ANYWAY, after all that rambling. I guess I need to make those 5-10 identical-but-different ammunition pages and get them all working and that's that. So far everything's all nice. Does each weapon/ammo combination deal have to be on a seperate page? :/
EDIT: I guess I'm coming to terms with the fact that it's not ENTIRELY necessary to have a super-complex system in place to make an enjoyable game. I recently played One Night and that seems to lack a true battle system for the most part but it's still enjoyable in it's puzzle-based-ness... So all this "extra" stuff probably isn't entirely necessary. I'm getting too hung up on details I think.
Considering the theme of the game I think I'll use the shield slot for equip-able items called "seals" that don't really affect stats that much but rather apply varying "resist" attributes to the character (elemental/status resistance for instance). It might sound a shabby idea right now but it should fit in with the theme of my game.
SOO anyway, to Fallen-Griever.. I don't know how many kinds of ammunition I'll be utilising just yet but if I go as extensive as I expect to then I will go as far as to give different types of ammunition different attributes (armour-piercing for instance). So when it comes to certain types of enemy, correct weapon choice will be essential rather than the player simply equipping the weapon with the highest stats.
For the time-being I'll make about 5-10 copies of the ammo/gun event stuff, probably 5 different kinds of ammunition and some weapons that share ammunition but have different ammo consumption and other factors (for instance an M1911 pistol and a UMP will share ammuntion but the UMP will decrease agility, use more ammunition and attack multiple times per turn).
The problem I have with this system is the fact I'd want to be able to change weapon in battle which is feasible but it's going to be really complicated in itself. OR RATHER just make it the player's responsibility to keep an eye on their ammo consumption in order to avoid being done in. I've made it so that in the event of running out of ammo the "default weapon" is equipped (a survival knife that you will always have) instead of being unarmed. The event will actually equip a "new" knife every time and remove the old one from the inventory, but it's all the same to the player
SO ANYWAY, after all that rambling. I guess I need to make those 5-10 identical-but-different ammunition pages and get them all working and that's that. So far everything's all nice. Does each weapon/ammo combination deal have to be on a seperate page? :/
EDIT: I guess I'm coming to terms with the fact that it's not ENTIRELY necessary to have a super-complex system in place to make an enjoyable game. I recently played One Night and that seems to lack a true battle system for the most part but it's still enjoyable in it's puzzle-based-ness... So all this "extra" stuff probably isn't entirely necessary. I'm getting too hung up on details I think.














