I know most of you already have a firm grasp on the way this works, but I made a useful infographic to help our newer makers understand the game development process with RPG Maker.
Maybe I should go back and finish that game I haven't touched for an eternity or two...better go lurk around the forums for a few days before I decide...
My laptop's HDD died yesterday...luckily, I had another drive to use for it, and I back up documents fairly often, so I think all I lost was a few days of development...le sigh.
One more paper and I will have written my last grad school essay. Then I can finally get back to the important stuff, like making a game nobody will play.
Didn't know what to write for my final in my personal essay class...so I just wrote a long devlog in prose. This is literally the first time game development has impacted grad school in a positive way.
I've made a lot of small changes and fixes over the past couple weeks without actually making any progress on my game...now I'm running out of things I want to change, and I'm terrified that I might have to start being productive again...the horror! D:
I officially declare today "test play day." I'm going to waste the whole day playing video games, which isn't a shock to anybody, but hopefully today I'll play my own and figure out what still needs fixin's.
My favorite kind of progress? Reverse progress! First, change some small feature of your game. Second, go back through and change 6,000 tiny things related to that minor alteration just to get your game playable again. What fun!
I'm into working on the penultimate chapter of my game, and it's going well...so well that I worked on it all day yesterday and am now overwhelmed with the other things I didn't do. Go me.
I like numbers. Here's my game (so far) by the numbers:
Actors: 16
Items: 74
Common Events: 100
Switches: 263
Variables: 155
Plugins: 26
Maps: 159
Events: 5203
Which adds up to maybe 6 hours of play time and an embarrassing number of hours of my time.
Oh my f***; I actually finished a thing. Chapter 5 of 7 completely completed to completion. 6 is going to take me a while, but 7 should be short, so I think I'm kinda sorta maybe in way almost done.
Took some good advice and ran a bunch of bloated images through tinypng.com and ended up shaving something like 60mb off my project's size. That's a pretty good percentage of the total size just from compressing some images
Implemented the "Player's Guide" into the game today. It's a hulking behemoth of dozens of pictures that added a lot of bulk to my project for no good reason. I like it, tho, download size be damned.
One player mentioned that the hint system in Lucidity wasn't specific enough. Well, I agree; it's a bit vague. Enter the Lucidity Player's Handbook. I'll put it in the game just as soon as I have...more time than I have.
Woke up in the middle of the night with some game mechanic ideas. Unfortunately, they're for a new game, not the one I'm currently working on. Must... not... get... distracted!
I'm wondering about making a new pack of monsters or just divide them and add to my current packs. I'll end up having like 10+ packs If I just have 27 per pack xD
I just whipped up the blueprints for the final level in my game. (I say final, when really there is a final boss stage after this, but it's only like two maps long)
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