RPGCREATOR'S PROFILE
RPGCreator
10
My real name is Joel. I´m at the moment of writing 25 years old, part-time employed at a cleaning company. In my spare time, I mostly play games, write stuff and create things in the different RPG Maker programs. I mostly just create. I haven´t released anything in a complete state since just tinkering with the editor gives me joy.
I have a special project ongoing for longer than I thought though. It´s called "The Lost Discovery". You would find the game page on the site.
I´m from Sweden, so my primary language is unfortunately not english, so my grammar can be really bad at times. One of the minor setbacks when you want to create games and release them to the international crowds.
More is to come later on.
I have a special project ongoing for longer than I thought though. It´s called "The Lost Discovery". You would find the game page on the site.
I´m from Sweden, so my primary language is unfortunately not english, so my grammar can be really bad at times. One of the minor setbacks when you want to create games and release them to the international crowds.
More is to come later on.
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Number of Characters?
A lot of characters always confuses me, but that´s a personal thing. I haven´t tried Suikoden-games in fear of losing grip of some characters. I didn´t even care for all the characters of final Fantasy VI and I love that game. Still, it´s just a personal opinion as I said. You could choose the in-between and have 30 characters with different personalities. Even though I´m bound to get lost in some characters, I would gladly try your game at a demonstration stage.
If your game has these words in its title, it's a big red flag
My game, The final Corridor, has a red flag, but it´s not an RPG epic as much of the games with "Final" in their titles. It´s more of a Metal Gear-clone, but anyway, I don´t see anything wrong with it if they have one of these "red flags" or even "yellow". Could be quite good games.
Going commercial?
-Do you make games for money?
Nope. I´m just making them because of I have a strange need to be creative.
-Given the chance, would you work on commercial games?
Without a doubt. Give me a place at Square-Enix right now and let´s build it up again to what it once was.
-Do you aspire to make games for money one day?
This thought have always struck me. It would be a giant plus if I could, but I think it´s limited to merely a dream for now. I don´t have the patience to learn any scripting language (except perhaps Ruby, but... yeah.)
-Why would you NOT make games for money?
If there is a project I feel very deeply about. Like the one I´m working with now (not the Zelda project). I don´t creat this one for money. I do this to prove myself that I actually am good for something in this life.
Nope. I´m just making them because of I have a strange need to be creative.
-Given the chance, would you work on commercial games?
Without a doubt. Give me a place at Square-Enix right now and let´s build it up again to what it once was.
-Do you aspire to make games for money one day?
This thought have always struck me. It would be a giant plus if I could, but I think it´s limited to merely a dream for now. I don´t have the patience to learn any scripting language (except perhaps Ruby, but... yeah.)
-Why would you NOT make games for money?
If there is a project I feel very deeply about. Like the one I´m working with now (not the Zelda project). I don´t creat this one for money. I do this to prove myself that I actually am good for something in this life.
bandicam_20120223_092807388.jpg
author=kentona
A wizard did it.
One of many ;) I have plans now, but since this is an experiment we´ll see which one I keep. Wizor is definitive though.
Coming up with a story as you go
Hmm. I´m actually going with an experiment here from this point on. Even though I have a serious and thought out project going on, I think I´m also gonna work on a smaller Zelda fangame where I just make the story up as I go. It could be interesting, but I suppose it´s no idea to get the hopes up high. Gonna try hard though.
It´s a little cheating, I know, since we know at least something about the Zelda-games and the story world can´t be 100% original. Gonna try just for fun though.
It´s a little cheating, I know, since we know at least something about the Zelda-games and the story world can´t be 100% original. Gonna try just for fun though.
Coming up with a story as you go
author=Zeuzio
For me, a "make it up as you go" philosophy to story-writing wouldn't work at all. Without a plan for the plot, I would likely resort to creating deus ex machina situations constantly to get the characters out of the situations they find themselves in. Which, of course, is horrible story-telling. Dialogue is a different story(hurr) though.
With dialogue, it'd be pointless to plan it all out because I know that I would revise it greatly when writing it for the actual game. Conversations aren't scripted in real life, so I'd try to translate that to my character's dialogue. That's not really what this topic is about, though. :P
I'm sure a "Write the story as you go" method isn't impossible to pull off, but I know I couldn't do it.
It´s pretty interesting about the dialouge writing as well. I believe I do agree with you on the case that it gives off a better flow when you write that spontaneous and then it´s easy to just edit small parts of it for the sake of characterization. I see it part of the relativeness of this thread actually.
author=LockeZ
With my first game I did exactly that. When I was 60% of the way done with the game I had not even decided who the final boss would be, or whether or not I would add any more main characters later. I did finish the game and upload it, but you won't find that game on RMN (but the story is far from the worst thing about the game).
With my second game I knew ahead of time what the opening, the main themes of the story, the personality of the main characters, the climax, the biggest plot twists, and the ending would be. I kind of let most of the middle stuff flow naturally. I think that as long as you have that much you can probably wing the middle 80% of the game. I didn't decide ahead of time when different characters would join and leave the team or why, or that I would have the hero fight the villain (and lose) at these three particular times, or anything like that. I kind of got more stuff planned in my head as I got going. The problem is that cool stuff I came up with later contradicted stuff I'd already made, or I realized I'd written myself into a corner and needed to fix some plot holes, and as a result there are parts of the game that feel really discordant.
I'm doing more planning this time because I want the game to be better. I do think that the more planning you do, the better the game will be. But you also have to balance that against the amount of time that the planning takes and the likelihood that you'll ever really be satisfied with the plans. I mean, at some point you have to start working on the game. You're gonna change stuff in the end anyway. I'd say do as much planning as you can stomach, but don't feel like you absolutely have to decide all the major stuff ahead of time.
I wasn´t sure of quoting the whole thing, but I agree with you. I had a same problem where I made up the story as I edited the game and then came to a crossing of what my next area would be and what enemies it would include. I had vague ideas at the earlier part of the game, but I realised that I can´t keep on working without some definitive points/marks to follow.
EDIT: Even this is relative to the story of the game since your areas most of the time need to have some point of importance for the story and my areas I had created boiled down to areas I thought would look cool in a game without thinking about how they served the story.
Coming up with a story as you go
author=Dyhalto
I think we all did that at some point. Usually at the beginning of our RMing careers.
I think a better question would be "Did you finish it and upload it to a site for anybody to play?".
Good continuation of the subject and even add: "what was the response of that game?".
But yeah. I have to admit that looking at my early attempts of game making, they were pretty horrid. It was mostly about killing the demon lord and the world´s problem will be solved. Nothing bad about those plots if they´re good, but mine was so simple and so much without any thought whatsoever. Interesting to see though.
Coming up with a story as you go
Have you ever created a story for your game as you you went along editing it in the maker and how did that go for you? Is it possible to create a game without a story you already have thought up and is on paper in beforehand?
This is merely a curious thought I have about the importance of a well thought out story and if there are cases (even though I guess they are pretty rare) that a spontane story actually works for a player. To some people, the obvious answer is that a story needs to be there in some sort of form before you begin.
I am working on my project now with a story I thought out first before you ask, so it´s not a question of me being lazy and hoping for a chance to get a better story as I go along. Just want to hear people´s opinions. Is it possible to enjoy a spontaneous story?
This is merely a curious thought I have about the importance of a well thought out story and if there are cases (even though I guess they are pretty rare) that a spontane story actually works for a player. To some people, the obvious answer is that a story needs to be there in some sort of form before you begin.
I am working on my project now with a story I thought out first before you ask, so it´s not a question of me being lazy and hoping for a chance to get a better story as I go along. Just want to hear people´s opinions. Is it possible to enjoy a spontaneous story?













