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Divinity Fatum
author=GreyInvidiaTNX!
Uh, it's not that easy. First, get some software for game creation (if you don't know any programming language), read some tutorials online, download and deconstruct demos of other games (to see how things work, to learn some tricks etc etc), and basically just fool around with the program. Try doing some random game "for yourself", to test everything out and when you'll be oriented in game making well enough, you could start doing your own, public game. It is however a long-lasting process.
Divinity Fatum
I wanna make my own RPG because of this game but unfortunately I lack the skills and knowledge needed.Please teach me how to make my own RPG.
Divinity Fatum
author=GreyInvidiaOhhhhh okay then.Preserving the feeling of being lost I get that,there's another thing I would like to mention why did you make the NPC move?
Well, this game is full of metaphors and walking blindly around place from 6th floor is metaphor in itself. Because of that a guide system there wouldn't be that great idea imo. Honestly, even whole intuition system is somewhat against my concept of the first act, where player was supposed to feel lost, yet somewhat nostalgic. By rushing gameplay via intuition system, I've made it so players can advance to 2nd act more easily, but on the cost of feeling, which I wanted to persevere.
Divinity Fatum
author=GreyInvidiaMaking it smaller is okay but I suggest giving the player some kind of guide on the 6th floor event and in case some people would rather want to explore then activate the guide only when it is on easy mode just like the intuition system
Hm, what is there to fix? The fact that the place is huge and empty? If that's the case, I may make it smaller. Fact is, even when I test played the game, I kinda got lost there few times XD (speak about a game that overwhelmed it's creator)
Divinity Fatum
Divinity Fatum
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