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Looking for feedback, in a novel way. Please help!

Looking for feedback, in a novel way. Please help!

Darn... what a depressing response. Where has the trust in humanity gone? If I release a demo, with an associated game page, the whole point of what I am trying to do will be defeated. I was hoping to get blind feedback because I think it would be interesting to see what people think when they know nothing about a game. For example, whenever I go to see a movie, I try my best to learn as little as possible about it beforehand, so that I can enjoy it as it is on its own, my experience uncorrupted by things like looking for scenes that were in the trailer, or what other people have said about it, or widespread hype, and so on.

As applied to homebrew RPGs, there is some feedback a game designer can only get in this way. For instance, is the story comprehensible on its own, without looking at a written plot summary on the game's download page? What about the characters? Does the player know who they are if they don't have a cheat sheet to go back to? Are the controls clear without written instructions? Is the game opening enjoyable enough for a player to want to continue, even when they have no idea what is to come? To what extent do other people's comments affect the player's response? What about screenshots? Or scripts used? All of these things I do not know about own my game, and they would be useful to know.

In short, I think it would be interesting to see what response a game would get when all the sparkles are stripped away, and it is laid bare to be experienced untainted. I honestly think that this would be a useful type of feedback for all game designers, not just myself. I meant this post partly as a declaration of this new idea. Best case scenario, I could have kickstarted a discussion about a new type of game design feeback. Worst case... what actually happened.

Go ahead and virus scan at every stage of the download process. There's nothing sinister here. Anyway, how inefficient would it be to try to disseminate malware through a post in the help section of an RPG maker forum? My thread has been viewed by a total of 40 people. In fact, it would probably be more effective, malware wise, to upload the game as you say. That way more people would download it, and their guard would be down, since most people probably don't virus scan things they download from this site. Whoops! I've said too much!

I didn't mean to scare anyone. Clearly the idea which excited me so when I first had it doesn't really appeal to anyone else. My secondary offer still stands. If there is anyone out there who would like me to play their game blind and tell them what I think, I'd still like to do so.

How can you create an event from a script?

My help will not be very useful, I know, but no one else has replied to you, so I'll tell you what I can.

Creating an event on-the-fly is horrendously difficult. The reason, which you have probably realised by now, is that you have to build into the code all the parts of the event that would otherwise be done in the editor. All the pages, conditions, move route, graphics, commands, are stacked inside one another in data structures inside data structures... and so on. For normal events created in the editor, most of this crap is dealt with offline and baked into the data structures in the game file. To create an event on the fly you would need to replicate so many parts which are normally done for you, and it's a huge headache which I myself have not succesfully managed.

Virtually anything is easier than creating your own event on-the-fly in a script, I have found. The only solution I can offer you is an alternate option you may possibly not have thought of, which is to use 'mule' events. If you put a number of empty events in the maps where the script is going to run, you can allow the core engine to do all of the crap associated with building the events into Ruby objects, and then manipulate those empty events to do whatever it is your created events were going to do.

Sorry I couldn't be of more help. Good luck!

Looking for feedback, in a novel way. Please help!

Hello, RPG Making community!

I was hoping to try something out with those who are willing.

I am currently making an RPG maker game, and I am looking for some feedback. I understand there is a traditional process for getting feedback from the community, but...

I am very curious about getting some blind feedback. To be specific, I would like to know how a random RPG enthusiast would respond to my game, as it is now, if they knew nothing about it beforehand. In this way, I hope to get a genuine, unprejudiced response to my game.

I will say two things: it is made in RPGVX, and it is not complete. Beyond that, I am not going to tell you anything else about the game. I hope this will allow me, the game designer, to get a kind of feedback which is normally unavailable when the player's experience is coloured or altered by what they have read or heard before they play it.

I want your honest opinion of my game, no matter what that opinion is.

Here is the game: GAME LINK
(Requires the RPG VX RTP).

I intend to make a formal submission of this game to this site eventually. However, it is only possible for me to obtain genuinely unprejudiced feedback before I have done so. Incidentally, it is possible (though highly unlikely) that you may have seen my game somewhere else. If so, I thank you a lot for playing it, but obviously I can't get the unprejudiced opinion I seek from you.


Incidentally, I would be excited to try the same thing for someone else's game. If you would like me to look at your game, send me a link and I will play it with the same intentions of going in blind. Expect totally honest feedback, though.

Programming language

Please understand that I write the following because I care about you as a fellow game maker. I have been down this road myself and I feel that I must warn you about this.

You need to start small. Don't think big. Think small.

Let's do a back-of-the-envelope calculation. All games that are on the scale of any 3D MMORPG you can think of are made by teams of at least a dozen people. In the case of big name games like World of Warcraft there are more than 100 people working full time on the game and its content.

Imagine it takes a group of professional game developers a year to make a game. This means that if you started off as skilled as a professional game developer, then it would take you at least 12 years to make something that a team of a dozen people could make in a year. In the case of WoW, it would literally take you more than one hundred years, working alone.

Boot up your favourite game, one that you aspire to make, and look at the credits. How many programmers are listed? You can be sure that those programmers worked for at least a year on that game. That means that if there are 20 programmers listed, it would take you 20 years to program your favourite game on your own. Just the programming. That is leaving aside the fact that a whole different team was working on graphics, on audio, on level design, on writing, and so on. It is not an exaggeration to say that most big commercial games that exist today cannot be made by a single person even if they devote their lifetime to this one goal.

It's important that you understand this; please do not see me merely as a killjoy: it is not possible for anyone to make a 3D MMORPG on their own. I can't do it, you can't do it, a game programmer with 30 years of experience couldn't do it. You are going to realise this sooner or later.

There are only three ways that an individual person can make a game. The first is to pick something restricted in scope. Make an original 2D game that has an hour of gameplay. You may be surprised at just how long this takes. We are probably talking about weeks or months of work. Most of the games that have deeply affected me have been those that the game designer made small, but put their heart and soul into.

The second is to use an established game engine. Doing this is nothing to be ashamed of. This is the trap that I fell into again and again for more than 5 years. I considered it 'cheating' to use someone else's game engine. I thought, "I can just program my own engine from scratch! How hard can it be?". The answer to my question was: very, very, hard. The unpleasant truth is, any engine made by one person, especially one who hasn't had a lot of practice, is going to be really buggy and limited in functionality. Use an established engine. If you want to make an RPG, try using RPG Maker. You will be amazed at how long it takes to make a full length game even using RPG Maker. If it takes you a year to make a game when you already have RPG Maker and all the resources it provides, how long is it going to take you if you plan to do it all yourself from scratch?

The third option is to join or create a team. This can be a lot of fun, and the team is going to have much more collective time and motivation at its disposal.

Ask yourself, what is it you really want to do? Do you want to battle with the ins and outs of low level programming code, or is your passion really just to make games? In my experience, setting aside my pride and diving in to just use everything at my disposal make games has really increased my level of enjoyment in game making.

Pick a small project to start with. Please. The programming language does not matter.
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