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Luminous Warrior

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I already posted my ideas for my plot and playable characters in the respective Feedback forums and made some requests for sprites for it. But I think it can be abridged by cutting out the sub-plots and plot twists that I planned on making, shortening the plot, and only doing one dungeon instead of eight, main dungeons and other, small dungeons.
 
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Clord

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I already posted my ideas for my plot and playable characters in the respective Feedback forums and made some requests for sprites for it. But I think it can be abridged by cutting out the sub-plots and plot twists that I planned on making, shortening the plot, and only doing one dungeon instead of eight, main dungeons and other, small dungeons.
First progress the main storyline, make basic versions of the maps along the way. Like walls and the basic floors. Then later come back to said maps and think of how they can look cooler than just crap hallways and rooms without anything. Then there is that chaotic mapping way too, make maze like in my project and then just add more features like river what cuts it to make it look a less generic. Few bridges on here and there and voila. You have cool looking maze.

Then comes part of side-quests and other crap, which distracts the player from the main story. Just don't make them some optional huge dungeons unless it is meant to be something like in rather rescent FF remakes where you unlock said dungeons a over time by progressing the main plot.
 
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alander4

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Good advice. I just got Rpg Maker VX Ace and have started on my first project. Since starting I have been spending more time looking at youtube tutorials, playthroughs of complex games, and crazy scripting techniques than I have spent working on my actual project.

I need to worry about all that stuff later and just get a simple game completed.
 

DolletDog

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Thanks for the advice. It's like when I make songs. Its really rewarding to have a so called 'finished' version of something. It gives you a lot of confidence going into the future. My first game's gonna be trivial. I think it shows intelligence to be aware of your own limitations. If you aren't aware of them, how can you improve on them?
 

Prometheus

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I would also advise a few things, just based on working on projects both big and small. 

Know what you're good at. Some people are great at writing. Some people only think they're good at writing. If you have nothing published and you've never completed a writing project, you probably should not consider yourself "good" at writing when there are people on the forums who have shipped, published work. The flip-side to this - don't imagine you're good at everything. Even the best designers and developers have to outsource certain aspects of their game. It's nothing to be ashamed of or feel bad about. Of the top 10 games I've played, only one of them was designed and developed by a single person (Tiny Wings for iOS). The rest were designed and developed by teams and teams of people over years of development. 

That brings me to point two: don't be afraid to work in a team. As with most things in life, most worthwhile projects are built by teams of people working together towards a common end. Play to your strengths and let other people play to theirs, and you'll have a better end product. A bit of advice here though - treat this project like a second job. Too many times I've seen tempers flare and egos get out of control, and good projects come to nothing because someone's feelings got hurt. Would you act the same way on a paying job? If you approach it that way, your project will benefit and come to fruition. 

Thirdly, design in analog. I can't stress this enough. Before you even crack open the RPG Maker program, break out a notebook or a sketchpad (or, if you absolutely must work digitally, a Word document) and start your worldbuilding. "Begin with the end in mind," as the famous quote goes. Your project will "work" much better if you can see the end from the beginning, and it will make for a much better story as well. 

Fourth, embrace drafts and criticism. It's the rare thing in life that is perfect the first time out. Don't get so close to your project that you can't see it's flaws. You should always be willing to cut what doesn't work in favor of what does and play to your audience. Remember - they're the ones paying for your product (with time, at least, in the case of free offerings). They're who you have to impress. Show your early work to a few trusted people, and LISTEN to them. Even if they aren't experts in game design, remember, neither is your potential audience. If a layman that looks at your game doesn't get the jokes or has a hard time understanding the plot, perhaps a revamp is in order. 

Fifth, and this is something I have to get better at myself, don't announce products that aren't ready to ship. Nine times out of ten, people announce long, ambitious projects, announce trilogies that are "in work" before even starting work on the first game, or publish game summaries for games without even opening the program. If you're recruiting, that's fine, but my advice would be to limit how much you hype your product before the actual product is finished. Constantly talking about your projects that are "in work" or "coming soon" and never launching an actual playable game will only make your potential players lose faith in your future products, a lá "the boy who cried wolf". Under-promise, over-deliver is a great way to build confidence in "you as a brand" and generate interest in future products. 

Lastly, but most importantly, have fun. If you aren't having fun, what's the point? 
 

Sharm

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 I disagree with a lot of these points.

Know what you're good at.
This is advice for a first project?  I don't see how this is possible if you've never tried to make an RPG before.

That brings me to point two: don't be afraid to work in a team.
Big pet peeve of mine is people expecting a team to make game making easier.  Any hard work you're saved by working with others is always eaten up by the difficulties inherent with working in a group.  Game making is hard and if you can't make a game by yourself you won't cut it in a team.  Making a solo game is a good way to find out what you're good at.  It's also a good way to discover how hard it is to do all the things you'd want someone else to do in a group setting.

Thirdly, design in analog.
This will depend a lot on how the developer works, so YMMV.

Fourth, embrace drafts and criticism.
I agree.

Fifth, and this is something I have to get better at myself, don't announce products that aren't ready to ship.
The best way to get a good following of people wanting to play your game isn't to have a finished game but to have a consistently updated development blog.  I would amend this to "don't announce a project until it has traction."  In other words, if you may drop the project in a week, don't announce, but if you're working on it every day until it's done you can announce on day 1.

Lastly, but most importantly, have fun. If you aren't having fun, what's the point? 
Having fun is the point but making a good game is going to be work.  Sometimes it won't be fun, but keep at it as long as it's worthwhile.  Making something worthwhile is lots of fun. ;)
 

Prometheus

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This is advice for a first project?  I don't see how this is possible if you've never tried to make an RPG before.
It certainly is advice for a first timer. You don't have to have written an RPG before to know if you're a good or bad writer. You don't have to have produced a musical score for a game to know if you're musically inclined or not. You don't have to try your hand at scripting or coding to know if you have any skill with it. If you want to learn to do those things, that's wonderful, the community seems to need more of each. But you should have a pretty good inkling of what you're already good at just based on your own life experience. Play to your strengths to start with, go for some early successes, and build on those. That's pretty good advice for just about any area of life. 

"This will depend a lot on how the developer works, so YMMV."
Pretty sure I qualified that right afterwards by saying if you must work digitally, work things out in a Word document beforehand. Having worked on dozens of projects including games, trading card sets, and Hollywood films, I can tell you this is absolutely essential advice. It leads to better projects and a far more efficient workflow. It works, and there's little YMMV involved here. In every instance be it film or otherwise where we did not design in analog beforehand, the project usually fell apart or at the very least suffered from severe delays. There's a reason project managers get paid so well. It's also the reason Apple and Google are where they're at. Designing in analog is mandatory, at least at Apple it certainly is. 

"Big pet peeve of mine is people expecting a team to make game making easier.  Any hard work you're saved by working with others is always eaten up by the difficulties inherent with working in a group.  Game making is hard and if you can't make a game by yourself you won't cut it in a team.  Making a solo game is a good way to find out what you're good at.  It's also a good way to discover how hard it is to do all the things you'd want someone else to do in a group setting."
If you can't function in a team, that sounds like a personal issue. The vast majority of people function better as part of a dedicated team where you can play off of one another's strengths. If you're a rock star at every single part of game design, then good on you, this advice probably isn't for you, since you aren't a beginner or someone even looking for advice. Also, I simply said don't be afraid of a team. Working on a team is not mandatory. However, I think the majority of people would benefit from having a team that they can learn from and lean on when the going gets tough. It also leads to much better finished products. 

"Having fun is the point but making a good game is going to be work.  Sometimes it won't be fun, but keep at it as long as it's worthwhile.  Making something worthwhile is lots of fun." 
That's pretty much nitpicking, since nowhere in there did I say it wasn't going to be work. I don't see how that's a point for disagreement. 
 

Sharm

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I can see your point of view (and could from the beginning), but I still disagree.  My main problem with the advice you're giving is that you're treating it like it's the only way to work, when it's really just what works for you.  What works for you can be very bad advice for someone else.

It certainly is advice for a first timer. You don't have to have written an RPG before to know if you're a good or bad writer. You don't have to have produced a musical score for a game to know if you're musically inclined or not. You don't have to try your hand at scripting or coding to know if you have any skill with it. If you want to learn to do those things, that's wonderful, the community seems to need more of each. But you should have a pretty good inkling of what you're already good at just based on your own life experience. Play to your strengths to start with, go for some early successes, and build on those. That's pretty good advice for just about any area of life. 
There are many things that I never found out that I was any good at until I tried it, things I didn't even know I liked.  Only a few months ago if you had told me I could wire an apartment I would have laughed at you, now I have.  I'm not the only person who does this, it's why in many schools you're required try out different vocations than just the stuff you're already good at.  I have, however, seen many brand new projects fail because the person working on the game only knew one thing like maps or writing and tried to find an entire group of people to fill those other roles instead of trying to see if they could do it themselves.  I'm not saying that you have to be a one man army, just saying that knowing how to be one makes it easier to find a good group and actually finish something.  Playing to your strengths, on the other hand, that's a sentiment I can get behind.

Pretty sure I qualified that right afterwards by saying if you must work digitally, work things out in a Word document beforehand. Having worked on dozens of projects including games, trading card sets, and Hollywood films, I can tell you this is absolutely essential advice. It leads to better projects and a far more efficient workflow. It works, and there's little YMMV involved here. In every instance be it film or otherwise where we did not design in analog beforehand, the project usually fell apart or at the very least suffered from severe delays. There's a reason project managers get paid so well. It's also the reason Apple and Google are where they're at. Designing in analog is mandatory, at least at Apple it certainly is. 
I've written stories completely in the editor more than once.  Writing outside of the editor changes nothing for me.  I can see why this is a really great idea for some people, but "Absolutely essential"?  No.

I'm not saying to not have a plan.  I'm just saying you don't have to work the same way as Google to make a game.  Especially your first, small game.  Let me put it this way: some writers need a very thorough outline before they put pencil to paper or else they'll get stuck and frustrated, but some people can't write a thing if they have an outline because there's no joy of discovery and no point to writing anymore.  Both are completely acceptable methods to write a book, they just have different requirements.  I'm just saying the same can be true of making a game in RM.  If you didn't have a program like RM or if you're working in a group, developing by the seat of your pants is a horrible idea, I agree there.  I think our disagreement on this point stems entirely from our disagreement on being in a group.

If you can't function in a team, that sounds like a personal issue. The vast majority of people function better as part of a dedicated team where you can play off of one another's strengths. If you're a rock star at every single part of game design, then good on you, this advice probably isn't for you, since you aren't a beginner or someone even looking for advice. Also, I simply said don't be afraid of a team. Working on a team is not mandatory. However, I think the majority of people would benefit from having a team that they can learn from and lean on when the going gets tough. It also leads to much better finished products. 
I think we're disagreeing on this point because I'm coming from the viewpoint of indie/hobbyist and you're coming from the view of a paid professional.  Those are very environments and have different goals so they require a different set of skills.  I don't think you should be afraid of being in a group for your second game, but I think being in one for your first one can stunt your growth as a developer.  First games are for testing the waters, trying something out and having fun.  It's not actually about making a viable product.

What was the first game you've ever worked on?  Was it for class?  For fun?  For your work?  I'm willing to bet it wasn't for work.  A lot of newbies here have never made any game before, they're not ready to be in a AAA game creating environment.  Working well in a group is a skill and one I don't believe should be worked on when someone is trying to develop all the others they'd need to make a game.  These skills don't have to be things like spriting and music creation, I mean things like perserverance, and finishing what you start.

Your statement did get a little personal, so I feel the need to defend myself.  I work very well in a group, especially when I'm the art director and not working under one.  If you don't believe me I can give you the names of five people who worked with me on my last project, they will all give you glowing recommendations and have expressed the desire to work with me on other projects.

That's pretty much nitpicking, since nowhere in there did I say it wasn't going to be work. I don't see how that's a point for disagreement. 
You're right, if I was disagreeing with you, that would have been very nit-picky.  I'm sorry I wasn't clear that I was agreeing and adding my own thoughts.
 

Hytporsche

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Hmmm... a very interesting topic here indeed. I can say, I am defiantly new to RPG Maker VX Ace. I got it around a month ago. Man!!! There is so much to learn and know when creating a game. I will say I do fall under the category of "Being to ambitious". I am currently creating a fan-made Suikoden game. Not having any ruby knowledge to be able to script and being very new with RPG Maker VX Ace itself.. my goal seems to be drifting farther and farther away the more I tackle the project. Now, with that being said, I am not your average "joe". I am VERY tech-savy! So, not having any scripting knowledge.. I started looking at all the pre-made scripts. I started noticing patterns in how scripts work and being able to modify a script if needed. I have looked up several tutorial videos on how to navigate around the program itself and accomplish what i need too. Gotten far!

I truly think my passion for the Suikoden series (Suikoden I & II) have drove me making this game with no idea where to start. I see all the people who love the first two Suikoden games and how they crave for a game that is right down there alley. The idea of having a game made like this for other people and including myself, makes me happy  :D  . Even though it's gonna be a while before my project is done. I am fairly confident in my skills and ability to learn what is needed. So, maybe i fall into a slightly different category or I'm the exception because I have so much passion and enjoyed Suikoden so much? Whatever it may be.. I say, "being to ambitious" is a definite plus in my situation and have no regrets feeling this way.

Now, for the writing portion. I am no where near a so called "writer". But, I have a very good friend that I have known my whole life that is an excellent story teller/BSer. lol. He may not be considered a "writer" and writing is defiantly not what he does for a living or a hobby at that. He does know he is brilliant when it comes to telling a story. So, I guess you could say I am in a "team-like" project for the long run ;)   
 
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sanspants

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On "ambitious" projects:

If you must tell a 'big' story, the best thing you can do (imo) is break down the big project into smaller parts. Like writing a novel or designing software, one needs to take each piece and break it down into manageable chunks. If you can, come up with a Game Design Document so you can work on the top-level stuff and then going to each part, separating each large chunk into smaller tasks that are more easily digestible. This way you can see what kind of work you're getting yourself into, and can (hopefully) spec out how long it's going to take to complete each piece.

If you like to work more 'off the cuff', you can work that into your document. It's best to at least have a skeleton for your story, mechanics and map progression. It'll help you minimize 'wasted' work (although each thing you do right is something you can do right again, and every screwup is just XP to your next level! ;) ) and give you a real way to measure your progress.

And also remember that your plan? It's going to change during the course of your project. Stuff happens, scope kicks in, things get cut or you find awesome shortcuts that turn hours into minutes that give you a little bit of extra time for polish.

Oh yeah - be sure to plan in two stages - functionality, and polish. I could tinker with a map for days if I didn't keep myself in check. Make the map first. Make a simple cutscene that does exactly what is needed. Add in those abilities. Then, once you have everything functional, THEN you can find the time to polish. Play the game, take some notes, figure out what scenes need better transitions or music cues. What could you add to that Ice Strike to make it 'feel' better or be more balanced?

...

Is it obvious that I'm saying this as much to myself as I am to everyone else at this point? >.>
 

MiracleMare

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Thanks for this tut. I'm new to the community/Ace. It has definitely helped to prioritize which projects I should do first and which projects I should save for later. It's definitely hard to put away dreams of a monster RPG though lol.
 

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@Prometheus:

I think you gave very good advices, but I think it's more targeted at potential freelancer beginners or people who want to go commercial with their games. Maybe a few points are valuable to total novices with the RPGMaker software (like knowing what are your strenghts), just some points.
 
Other points you made feel more for a person who is already used to RPGMaker, so that's why I see Sharm disagreeing with you.
 
@Sharm:
 
While I do agree with you in some points...


My main problem with the advice you're giving is that you're treating it like it's the only way to work, when it's really just what works for you.  What works for you can be very bad advice for someone else.
 
I don't see why would you say this when Prometheus said they are "just based on working on projects both big and small".
 
These are advices, not a must-follow guide. And with all advices, people are free to take them in mind or just forget about them. Like with the analog vs. digital matter, these tips probably would be helpful for some people but for others don't. That doesn't mean they're invalid or less helpful even if they're not aimed for beginners.
 
Overall, I think both of you gave really good insights for a newbie like yours truly, and thank you for that.
 
Also, thanks to Dark Gaia for his/her advices too! I often have trouble thinking simple, so at the time being I will look for tutorials while my muse strikes me with his bat of ideas xD
 

Ultim

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I just read this and took a break from my super-big project and started on a smaller one :D
 

vengefuljedi

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This was an excellent post. I'm a total newbie to RPG Maker (VX Ace is my first attempt at game making). I'm already keeping in mind that my first game won't be good, and I'm not going into this with any expectations or delusions of grandeur. I want to learn so that when I'm ready to work my passion project, I'll have the aptitude & experience behind me to make it happen.
 

bgillisp

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This advice is so true! I started out with my first project in RPG Maker ACE for the 2014 IGM contest, and on June 10th or so I realized what I had wasn't going to work, scrapped it, and started over. Did that work go to waste? No, because in that time I learned what I could (and couldn't) do with the basic RPG Maker package, and it allowed me to start over with a  (hopefully) much better game.
 

Mr.Khajiit

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Hmmm...Khajiit thinks this is good advice.
 

KhaosMod

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This helped a lot! Thank you! I'm new to rpg maker and i was searching on Google about it and i've found this. I bought VX Ace and i was planning exactly to make my dream game, but as you guys said, it's more often just try to edit The database and make only a prototype of The first chapter of my game. Thank you very much, Gaia! Started it right now!
 

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