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KazukiT
KazukiT
That's I felt when I finished my first game and did a playtest of it. My first game has the main dungeon floor in a different in each playthrough so you could imagine how messy it could be.
ImaginaryVillain
ImaginaryVillain
I can imagine more than you know, my current project is entirely randomized. Nothing like trying to tell a story by using coordinates in relation to the player's position and not direct locations. :LZSwink:
KazukiT
KazukiT
That sounds pretty ambitious, I would definitely like to try it whenever you get a demo of it up. I am just adding some final touches to my first game. When its done would like to try it out?
ImaginaryVillain
ImaginaryVillain
Sure, always exciting to see how someone else does stuff. As my project being ambitious, at this point people probably won't even recognize it as an RPG Maker game. The only downside is because it's so motion/action based... It does't really screenshot well . So I probably need to do dev logs on YouTube so people can see it in action. Or maybe just ditch the story for a demo to show people, then add the story later.
KazukiT
KazukiT
You could just build the system first just like what you suggested so you know how it works. You should make a rough draft of this game idea, playthrough and see if this is what you want. I ran into a similar problem with making a shop management game. After working on the idea and all that goes into and playtesting it, it wasn't exactly what I wanted.
KazukiT
KazukiT
ImaginaryVillain
ImaginaryVillain
At this point I have most of the basics built, 3 randomization engines and a custom ABS. I still need to do assorted balancing work, and enemy behaviors. I figure the demo's is only going to be up to the first boss/mini-boss fight (I'm not 100% certain which it will be). If I just do a gameplay demo and leave out creating the story that would also speed up the demo.

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