- Joined
- Jun 10, 2014
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- 49
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I'm not going to lie: I think you're on the right track, frogboy, but if you think you can take it easy because you have a simple concept/premise, you'll be disappointed.
We got third place, and our battle system is stupid simple, our plot is barely present, our graphics are RTP, and our enemies are near-identical. Even then, our team still worked a total of 240 hours in the final two weeks to polish and refine what we had. And that's what separated us from the others, I think. If we had gone for anything more ambitious, I think we wouldn't have had the time to bring it to the level of polish that would have let us win third. Our game was basically bug-free until you got to floor 11 or so (which typically doesn't happen until well after the first hour of the game.)
The trick is to find a relatively novel but also relatively simple core mechanic and then bust your rear end working on making it as good as it possibly can be. No amount of content in the world will help you if fail to polish what you already have. Proper scoping is critical.
Based on that, I'd say Frogboy is right. You don't get "bonus points" for doing something hard, you only get points for doing something fun. If the effort and complexity you invest increases the fun in the game, it's worth it. But doing something "challenging" just to see if you can and stretching the limits of the RPGM-MV engine just for the sake of it, while educational, won't score points. The effort could have been spent elsewhere.
(Not that I'm saying that's what you did. I haven't played your game, but I agree with your conclusion.)
We got third place, and our battle system is stupid simple, our plot is barely present, our graphics are RTP, and our enemies are near-identical. Even then, our team still worked a total of 240 hours in the final two weeks to polish and refine what we had. And that's what separated us from the others, I think. If we had gone for anything more ambitious, I think we wouldn't have had the time to bring it to the level of polish that would have let us win third. Our game was basically bug-free until you got to floor 11 or so (which typically doesn't happen until well after the first hour of the game.)
The trick is to find a relatively novel but also relatively simple core mechanic and then bust your rear end working on making it as good as it possibly can be. No amount of content in the world will help you if fail to polish what you already have. Proper scoping is critical.
Based on that, I'd say Frogboy is right. You don't get "bonus points" for doing something hard, you only get points for doing something fun. If the effort and complexity you invest increases the fun in the game, it's worth it. But doing something "challenging" just to see if you can and stretching the limits of the RPGM-MV engine just for the sake of it, while educational, won't score points. The effort could have been spent elsewhere.
(Not that I'm saying that's what you did. I haven't played your game, but I agree with your conclusion.)