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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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All talk, no play

author=thatbennyguy
Do members of the RPG maker community spend too much time discussing development of games, and not enough time developing them?

I at least spend as much time working on games than I do talking about them, personally.

author=thatbennyguy
Do you think that discussing game mechanics with others dilutes the artistic integrity of your game, or do you like the open method of suggestion? If we created graphics and maps just to be like others, wouldn't we all end up with roughly the same game? Where does innovation come in?

I suppose the subject of the echo chamber comes in: if people are constantly making maps and games to fit with what they believe the online community wants, they may in fact end up with similar content. But I still see plenty of innovation and cool ideas made real here, so I'm not sure that's a huge problem right now.

author=thatbennyguy
I am of the understanding that collaboration is good, but if a developer becomes frustrated with their lack of progress in their game, or lack of innovation or general dissatisfaction of the game, what is at fault? Is it simply lack of ability? Will a person who has struggled to achieve an artistic goal, whether it be game making or not, ever achieve their goal? What is the optimal combination of components to spur on growth in this area? Or is it simply beyond one's reach?

I don't think I can answer this. My personal goal is a simple (and probably common) one: Make games that I'd like to play. Aside from that, everything else is trivial. I may never make something that's truly a wondrous piece of art, but I'm content to keep trying.

author=thatbennyguy
An even more frightening question: if we realize that creating the thing that we want to create is beyond our reach - should we even try in the first place? Is the process fun enough to continue? Will "settling for less" be good enough? And is this notion particular to personal preference, or is there an objective statement to be made about the fruits of creativity not appeasing the ambitions of your own mind?

Travio had a good response here. I'm of a similar opinion. If what you want is beyond your reach, create what you can. Some day, if your skills improve, perhaps you can achieve a more perfect version of that vision.

I can't be a perfectionist. The games I make will never be 100% what I want them to be. But I can't keep refining every little detail indefinitely. I have to settle because part of the fuel for my creativity is actually seeing progress. Everyone's got their own limits. And I feel like if I can get the game done, if one or more of those imperfect parts still pokes at me afterwards, I can try to fix them then. If they're too ingrained into the game, I can try to do better in a future game. Everything's a learning experience.

Ultimately, I feel that you have to get joy from the Gam Mak itself. If you're making it for any other reason than making it is either fun or fulfilling in some way, then you can't guarantee your own happiness in regard to making games. And the reason I can keep going on a project is that making it continues to make me happy. If that makes sense.

EDIT: I wrote my post before I saw your latest response.

author=thatbennyguy
So my question is - if the person will theoretically never be able to find the full joy that they are searching for in the creation of anything they pursue - is it worth the journey? Or would their efforts best be spent elsewhere? Can a person ever know if they will never reach their goal? Is the pursuit of an impossible goal admirable or even sane? I know these are tough questions, and for some of them I am being the Devil's Advocate, but I would like to hear people's answers.

I break it up like this: I could either be creating "stuff" or consuming "stuff" that others have made. Either way, time will pass. I will age. My life is limited. I'd rather spend much of my time creating because I feel driven to do so. So the question isn't if its admirable or sane. It's just what I want to do, in my case.

Selicia: In Depths of Pain

Subscribed! :D Looking forward to seeing the completed game ^_^

The Screenshot Topic Returns

author=Liberty
Oh, that's the name of the font, the screens were just to show the different fonts off. XD

The game isn't complete yet and it's not at all a feel-good one but you can subscribe to it if you want (Selicia is what it's called).


Hahaha, I feel dumb ^^;; Thanks for the info :D

WYRM WARRIORS! The Legend Must Go On!

Everyone, I've made a Create a Dungeon thread for this here. Please have a look ^_^

author=Gourd_Clae
author=ShortStar
So you're trying to make a Crazegame? Don't forget the enemy battlers.

Just make your own game. Its your game, not Craze's. He gave that up.
I thought the general consensus was to try for a Craze game for the fun of it. Don;t worry, any deviations we need to make I'm sure Unity will go with.

Yeah, I don't think we have to go completely copying a Craze game, but one that feels like one but doesn't place unreasonable limits on the map-makers.

author=Gourd_Clae
Also, yeah, annihilate auto shadows, it doesn't look good, Unity.

Oh, wonderful. Autoshadows are the bane of my existence.

author=thatbennyguy
So are we copying a Crazegame or not?

Edit: I want to -_-

I'll tell you what. If you'll PM me the guidelines you made in that one post, I'll use them to put together a list of what we should aim for. My little map doesn't really lay out any tips or guidelines, and it'd be nice to have something in writing to use as a reference.

author=ShortStar
Shouldn't this get its own game to get its 4 topics out of the forum? And yes its very open.

If you mean an event, that'd be really cool. If you mean a gamepage, I intend to put one up as soon as I get enough screenshots to justify it.

EDIT:

author=Gourd_Clae
Edit: Double post~

I'll probably steal someone's location idea to try and help establish the style we're going to ultimately all be shooting for. I'll change mine accordingly to whatever style we choose, of course.

If you want to use one of mine as an example, feel free!

WYRM WARRIORS! Design a Dungeon!

We've got characters and non-dungeon locations, so it's time to make some dungeons!

Let's shoot for five required dungeons, and four optional dungeons, to start out. (Not including the final one with the Wyrm Wizard) Each of the five required dungeons has a giant mystical diamond that the player must collect to unlock the next region of the world.

Rather than each diamond having a traditional element like the old Final Fantasties, let's give each a unique theme and base the dungeon it's in around that. Any sort of virtue, feeling, emotion, or archetype will work work, but the more creative the better. For a very generic example, if a dungeon has the Diamond of Courage, the dungeon its in could have tests of will and spooky enemies.

Use this template for Required Dungeons (the ones with the Diamonds):
Required Dungeon's Name:
Diamond Element: (see above)
Description: (the more info and ideas, the better!)
Monsters: (the kinds of monsters that would populate this dungeon)
Boss: (what sort of being protects the Diamond from the heroes?)
Other Notes:


And this one for Optional Dungeons (which can have character tie-ins and late game loot):
Optional Dungeon's Name:
Character Tie-Ins: (Are certain characters required to enter the dungeon? Does something in the dungeon relate to them or their past?)
Description: (again, the more info and ideas, the better!)
Monsters: (the kinds of monsters that would populate this dungeon)
Boss: (does the dungeon have a boss? What is it?)
Special Items: (given that these are optional, what's the reward?)
Other Notes:

EDIT: There's a third possibility, a Cursed Dungeon that serves as a passageway between parts of Aremen:

Passage Dungeon's Name:
Any Character ties?:
Description: (the more info and ideas, the better!)
Monsters: (the kinds of monsters that would populate this dungeon)
Boss: (the boss that guards the Cursed Orb)
Other Notes:

Not even sure if it's all worth it anymore. Might just give up on all of this...

Never give up! Trust your instincts!

The Screenshot Topic Returns

I couldn't find "Twentieth Century MT" on the site, but if there's a game starring a pregnant woman, I'd like to play it.

WYRM WARRIORS! The Legend Must Go On!

Here's a quick mapping-style test that a whipped together for the starting screen of the Keep of Legends: Looking for feedback, but I was ultimately going for a simple style for the game. Though, admittedly, for my first VX Ace game I'm using a custom tileset so I'm new to using the VXA RTP.



Also, what is everyone's opinions on the autoshadows? I personally dislike them, and in my own projects use the kill-autoshadows script, but I want to hear from other mappers.

Back on to the topic of the gameplay overall. Do we want to go for the crystals idea (they could look like the diamond-tessellation symbol from this site) or is just collecting the party members good enough?

author=thatbennyguy
<edited out>

I saw this before you edited out, thatbennyguy. It was a comprehensive analyzation of Craze's mapping style and how to emulate it, and it was very well written. I didn't answer to it at the time because I wasn't sure how strictly I wanted to follow it (for example, I personally would rather not have every map just be a single screen) but for the most part, I could see it really working for this project, at least from a visual style to adhere to. Why did you take it down?

author=Marrend
Somethingtells me you can handle this.

Thanks! I just think that just having a demo out might not inspire nearly the level of confidence in the project than having it run by someone who is a master of the craft and has tons of games out like Craze.

author=Arandomgamemaker
Don't be scared just because you haven't made a game for the site. You'll do fine! We'll be with you all the way.


Thanks! I'm not scared (well, except maybe of the coding part :P ) and I think that with everyone's help, we can make a great game.

WYRM WARRIORS! The Legend Must Go On!

author=thatbennyguy
I'm loving the sprite-work and facesets. They give a really cohesive feel to the project. Also, there seem to be a lot of passive skills right now. The scripts have a lot of awesome coding in there too (that I probably want to use in future projects now ;)).

Is there still any plans to release the project to the public via Dropbox? Not everyone has to have writing priveleges, but just reading priveleges so that we can download it and take a look at what we're dealing with hands-on? Or would that ruin the spirit of the project.

The reason why I say this is because I don't necessarily want one person to be in control of creating the entire game. When Craze was at the helm, it was OK, because I was confident in his abilities to pull it off. But it'd be nice if we could nominate a group of people who we know are well-known for producing good-quality games to helm the project. A project managing team, if you will.

I know Unity can be in control of the organization of the project, but we can get a few other people to have access to the files, no?


Okay, click here for the Dropbox link to the file.

As I said in the locations thread, I'm doing this because I want to make sure the game gets done. But I'm totally fine with others taking bigger roles in development. I don't have any full games released on the site yet and haven't proved myself in any way yet, so I have no problem at all with opening this project up to more experienced developers to take the lead, as long as they're willing to make time for the project ^_^

WYRM WARRIORS! The Legend Must Go On!

Here are some screenshots of what we have so far, as requested. I'll get a Dropbox link for those who want a closer look at everything in a bit.



As you can see, the currency in the game is Makerscore XD



Yay for characters!







The Formation screen.







author=Sooz
Yeah, world map sounds like the best idea.


As much as I like interconnected worlds in the Earthbound style, this project is probably not the best place for it. A world map will make things much simpler.