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Developer's Spot#1: I'm an NPC, The Role of NPCs in Your Games

One way of diversity and depth with NPCs is by giving each city a general theme: An assasin attempt, a child gets some big award, etc. Always give the player the information they need, but add a little to the NPCs by giving some life to them.

Campfires...

Built into the Maker are campfire and other fire graphics that provide you with the basics. After that, you can do a change graphic combine with a parallel process and get a campfire. Play around with it.

Dudesoft's Let's Play!

I don't know if it's worth asking, but would you mind giving mine a try: http://rpgmaker.net/games/2370/

Length of games, number of characters, and various other things!

Good Luck. I did it...tediously, but I did do it.

Length of games, number of characters, and various other things!

I sometimes wish I had read the advise about taking on a smaller project. I did get overwhelmed. I made my city maps too large, and placed too many demands on them. For that reason, I chose to forgo other features that I had wanted to play with, and I'm glad I did. What I was doing was too demanding, and would have knocked out a lot from me. As it was I was glad when I drew some specific lines and stuck to them like glue. After my over experience, I also would say start little even though I didn't.

Length of games, number of characters, and various other things!

My project was not small when I started out. Before I even bought RPG MakerXP I had this all encompassing game with all these different ideas and whatnot, but I decided that before I made the all encompassing game I would first make a game that was strictly according to the template of XP, but even that game isn't small. Only the graphics and some of the music were imported. Everything else was according to the template. I know I made some gaphaws with that first game, but that's what learning is all about. But even those who was to do big on their first games need to draw some necessary lines.

"RGSS Player has stopped working."

I have. I was trying to play a game called Lucid Awakening on a computer set to Windows Vista, and it didn't work. Tried the same game with Windows XP and it worked like a charm. Can't help beyond that. So far that was the only game with that particular problem.

Coming up with a story as you go

I also tended to plan the story in advance, but there are times when the "story tends to write itself." As I was putting together the world and the characters, different little twists began to manifest themselves as I was building the game. They fit the overall story line, but changed the internal dynamics in the story.

battle skills and spells

Okay, I am having some difficulty making up my mind about how to do the skill systems of my game I am working on. My idea is that I try to do something similar like m first game. Everyone was given nine to fifteen skills/spells and that was all. Although some skills crossed between characters, mostly each character kept to their own skills and abilities.
In this new game I am thinking of doing the same things, but four of my characters are swordsmen, and one of them can do almost all of the abilities at the beginning of the game. I was wondering if I should make the swordsmen skills available to all of the sword characters, and then augment them with specific skills for that swordsman. One of those things that I would have liked to avoid was the endless scrolling between abilities that most people don't use anyway. Any ideas?

What we did horribly on our first games.

I made huge spacious maps. Everything was really spacious and you could go everywhere. I also decided to make large cities and villages, and mapped almost every single interior.