UNITY'S PROFILE

unity
You're magical to me.
12540
I don't want to wake up because I'm happy here.
Izrand Allure
A JRPG-style WLW romance adventure. Monsters have invaded Izrand! Heroes Vivica and Lynette find love and despair as they seek to save a continent.

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Wow super cool! :DDDDD

I Have Two Conflicting Plot Ideas for the Same Game Concept. Help!

Do whatever you want, and more power to you. I'll always be all-in for people making the games they wanna make. However, I have noticed a pattern where you ask for advice, ignore all advice and just do what you want. Forum threads where literally, as far as you're concerned, we might as well just blot out everyone else's posts because you aren't gonna take in any of the comments :P

It all makes it hard to take you seriously. This doesn't help either:

author=KrimsonKatt
I do want this. This story is my life's work. If it takes the rest of my life to finish this story to it's conclusion, so be it. If no one cares, it doesn't matter. It's what I want to do with my life. Tons of famous artists were never appreciated when they were alive. Picasso, Van Gogh, Henry Darner, etc. I just want to put something out there that can be remembered for all time, even if no one cares about it while I'm still here.


If this a joke, then that's one thing. If you really believe this, you may want to pause for some self-reflection.

I Have Two Conflicting Plot Ideas for the Same Game Concept. Help!

I think you may be getting a bit too caught up with lore and plot details. You've got a fresh new start here where you can do literally anything.

Instead of worrying about all this lore and details, instead you should boil down what you find interesting and fun about all this and do that instead. No one's going to care about the lore unless you've already made a successful well-known series.

I'm planning on remaking a game I made at 14 one of these days and I'll tell you, I'm throwing out details by the truckload and only keeping the really good stuff. I'm cutting the character roster in half so I don't get bogged down on loose threads that don't contribute to the core of the story.

I think figuring out what would be a fun experience for the players matters much more than getting the exact details of which conflicting plot ideas to use. Merge, use, drop or ignore plot details completely as you like, work on making a good game, make the game you want to make, and it'll shine much more than something that has to be bogged down in previous plot details.

Bringing Back a Potential RM Renaissance

author=Darken
We can talk about the merits of engines all we want. It'd be really cool to encourage another renaissance where there's not crazy expectations for a magnum opus RPG, but more just story oriented pixel art games made by people who don't take it too seriously. Thoughts, opinions?


Yeah, that last sentence is what really speaks to me. Many of us, myself included, get so wrapped up in making our huge dream games, but just about anyone can make something cool with any RPG Maker, and something as old as RM2k3 can still make awesome awesome stuff, and it doesn't have to be a globe-trotting RPG saga with a huge cast (Still looking forward to Hero's Realm Heroic Edition if you see this, kentona :D)

Heck, plain old 2k still has a lot of potential, and I've been playing a lot of 2k recently, including Frogge's excellent "A Vacation In Nebula." I have a lot of 2k nostalgia as it's the first engine I actually completed anything resembling a game back in the day. There's still so much that can be done with these engines, and I'd love to see more fun, bite sized creative RPGs come out and find success! :DDD

You're preferred planning/designing style... and when to get out of the planning phase

A term I hear writers use for how people tend to do this is Planner and Pantser, with planners creating detailed outlines before diving into the writing (or game dev) and Pantsers write as they go along (or "by the seat of their pants")

I'm somewhere in-between. I want to have a bare-bones outline of where the story is going (it can even be missing key things like the ending for awhile) and the idea of who most of the characters are going to be before I start in earnest. I'll also list off key locations that need to be in the game. After I have that, I want to make sure that whatever key details of the gameplay I need are something I can get working correctly.

After that, I become more of a pantser, making and writing while I go, but all the while referring back to the bare-bones outline, adding extra details, characters and locations to it as needed.

How long does it take me to actually get started on any game? Like Red said, that depends. It can be a few hours or even just minutes for a quick jam game, and for others it'll be at most a few weeks, tho I often cannot resist dipping my toes in-engine and starting with some mapping, database work or battle prototyping once I have a few ideas down.

I think in the end there is no "right" way to do any of it, just finding what's right for you and works is what's important :D

How much hand-holding is necessary?

Wow, that's really interesting! I guess showing players "this is what the game is about, take it or leave it" is just as valid an approach as anything else! And damn that skill tree is intimidating haha