CALLMEJEED'S PROFILE

Doctoral candidate, student of Soviet history, big time nerd.

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Driving games?

I'll have to check this out when it's playable.

Driving games?

Has anyone here ever done a driving game, or even a mini game, with any of the engines featured on the site? I've had an idea for a game for a while that would essentially be a driving game with a Mass Effect style dialog system and branching plot lines. Now, the game that I've been imagining is a current gen console thing with lots of licensed music, etc., but I got to wondering how a driving heavy game made with something like RPGMaker might work out, and what others thought.

n00best problem ever

Nevermind, I found it, it had never dawned on me to right click on a square. Ugh.

n00best problem ever

I just downloaded RPGMaker 2003 and I'm fiddling with it a bit here and there just trying to see how it works, and I cannot figure out how to set a party starting location. Not a very auspicious beginning, I know. :/

Questions about Collaboration

Some good points, thanks. The team that I have so far (which is by no means really a team yet, mind you) would all be idea people, it would be a joint effort, although I would leave much of the visual design to the artist, for example. But that is because he can draw, and the rest of us cannot. The real problem I see would be the programming itself, in that none of us have any experience with these engines and would need to learn them to be able to pitch in/take over.

Questions about Collaboration

This is not something I had considered, and to be honest, it's pretty bleak. I mean you're probably right, in fact chances are that we wouldn't even get to the point where we were ready to start such a project, but I wonder if it's still possible. I mean I've always wanted to make a game along the lines of what RPGMaker, but I've never had the motivation to go it alone (or the resources, just this site alone makes that a much easier task), and now I'm not sure I have the motivation to use what time I have to get something like that done.

I wonder too though if the tendency for a team to fall apart is reversly proportional to the number of n00bs on said team, so if for example I teamed up with other people who have done solo projects, are the chances better than if it's three n00bs and somebody who knows what their doing?

It just strikes me as weird how rare team projects apparently are, I think part of the reason I never finished anything like this was because I couldn't quite conceive of it as a solo project.

Questions about Collaboration

So I'm only just discovering this community, but myself and a couple of my friends have been talking for a while about collaborating on something, we're not entirely sure what. Webcomic has been the default answer, but I've been thinking that a game might be cool too. The thing is, two of us are very busy, and the third is very lazy unless he's very motivated, and none of us knows anything about using the engines people use to to make games here.

Personally, I've played a bit with RPGMaker on the Playstation but never really figured it out. I'm also working on a PhD, and the free time I have I don't really want to spend learning my way around an engine to make a game that, let's be honest, might never happen (not that I wouldn't still play around with a given engine). I'm more interested in acting as kind of a producer and sort of pitching in where I can, with dialog, character design, etc. The really lazy one, he's the artist, and a good one too, and the other guy is on board with the world building and plotting. Also the artist can handle a lot of the finer points of a story.

So this is where we're at, the three of us are convinced that we can create a story and a world and make that story work, but the medium still eludes us. I expect that, short of one or more of us learning to use one of the engines well, we would need at least one more person along for the ride, probably two because music and sound effects, I haven't forgotten about those.

So the question I pose to the forum then is this: How do people here go about collaborating on works? I'm going to go ahead and assume that a number of projects discussed/posted on this site have been/are being developed by teams of people (alongside all the very brave solo projects), and that some of those teams either met on this site or met elsewhere and are not based out of one person's house, or even in the same state, or country (I myself am in Russia right now, my friends are in Michigan). How do people make it work? How do teams form?

Hopefully I can glean some pointers from this thread, but maybe it'll help some other people as well. And if this has already been covered or would fit better in a different forum, let me know! Thanks in advance!

Town-Dungeon-Town(The ever exhausting formula)

I agree with the hubs idea, part of the reason that I loved Fallout: New Vegas, the Mass Effects and Dragon Age 2 so much is that they offered me a place (or places) to just hang out and interact with interesting characters. By giving me a place to live, and something more to do than just buy items and sell junk, I actually got to experience the world. These four games also do an excellent job of inter-cutting dialog and exposition into encounters, which also helps the pacing.

What I also like about hubs is that I get to do quests at my own pace and in my own order, usually. Obviously some quests are part of trees but that's fine. Personally, I HATE grinding, I don't like having to do more fights than those that are directly related to the story, but I do because it tends to be necessary to progress mechanically. Mass Effect and Dragon Age generally avoid this by giving you enough to do over the course of the story line to get to where you need to be. Fallout 3 and New Vegas give you incredible worlds full of strange little details and tangential things that are actually interesting to explore (like reading people's emails on computers in abandoned buildings), and you tend to gain a lot of XP from the kind of encounters you have just trying to get to some building in the distance that may or may not be important to the story.

Different but still good is Chrono Trigger, and I'm speaking here about how the world map is safe. You don't have random encounters, you go wherever you feel like going, sometimes you have to make your way through a monster area to get to another part of the map, but it's contextual, it makes sense. Once you're out of a dungeon or whatever, you can walk to town and talk to people and do what you want. It essentially makes the entire world a "town" where you can set the pace and decide what to do next.

Town-Dungeon-Town(The ever exhausting formula)

Obviously it depends on the kind of game you're writing. Personally I like Craze's breakdown. If you think of a "dungeon" as anywhere the PCs have an encounter, and "town" as somewhere to spend Fantasybucks, then you have to ask yourself how you're using these spaces. If you only have encounters in one kind of space, and only have spending points in others, than those get boring. But some seperation is good, I wouldn't put random encounters in a town (like world map, walking around and BAM fight kind of encounters), but I would put a danger merchant in a dungeon (danger merchants are those inexplicable folk who stand near dangerous caves and sell things to adventurers).

If you think about this in terms of table top games, such as Dungeons and Dragons, than the secret is to vary your encounter types. Sometimes a dungeon is just that, a system of connected rooms where you fight monsters and get loot. Sometimes it's a diplomatic standoff, or a puzzle, or whatever. I think the trick is to think of the story overall, and then break out those encounters, and pace them out. A few fights followed by a diplomatic event or a puzzle, then a town, then a couple of puzzles, etc. If you do have to have a classic "dungeon" in a Cave of Death or whatever, which includes multiple fights, then break that up with some conversations or something, and then afterwards, go to town. And like Ocean said, putting events within towns will spice things up too. Secret of Evermore was good for this, especially as they related to the Dog.
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