How does development process usually go for you?

leenat40

Veteran
Veteran
Joined
Aug 15, 2015
Messages
243
Reaction score
882
First Language
Lithuanian
Primarily Uses
N/A
Hey guys! :kaoluv:
Just wanted to chat for a bit about game dev.

So usually, do you start a project/title/game development with a clear vision of said artpiece or just continue to improve, get new ideas change old ones and stuff like that? (Both story and gameplay)

I personally go in having a base idea of how I want the story to go, and just add, subtract and change stuff from there. Similiar with gameplay. I always have an idea in mind and just start working from it.

Bonus story!!! :kaoback:: Ulfar: Dreams actually came to be, because I desperately wanted to create a "normal Fantasy, medieval RPG"... But as I saw that the original plot was too confusing and hard to create in game form I just started changing it bit by bit, until I snuggled into my comfort zone and made the game post apocalyptic with weird naked android. :kaoswt:
 

BigEd781

undefined method 'stupid_title' found for nil:NilC
Veteran
Joined
Mar 1, 2012
Messages
940
Reaction score
304
First Language
Dothraki
Primarily Uses
N/A
1. Get an idea
2. Think through the high level story from beginning to end
3. Start in RPG Maker
4. Begin making maps and dialog, filling in details as I go
5. Realize I don't like my maps and/or need additional resources
6. Spend two weeks creating and hunting for resources
7. Give up
8. Repeat each year
 

Jonforum

Veteran
Veteran
Joined
Mar 28, 2016
Messages
1,623
Reaction score
1,440
First Language
French
Primarily Uses
RMMV
1: get idea
2: make and dev a core script base on your idea.
3:test all the possible way and debug Core with your idea.
4:test and dev grafics to core.
5:start make a story compatible with your script and grafic

this is my opinion if you work solo.
with team this can be different.
for me the development of story board is done at the end of system development.
To avoid stopping and losing track and have inconsistencies in stories.
but ideally you already need a preliminary subject, on which you develop.
There is also a lot of new idea that comes up during development.
Take care to note them.
 

leenat40

Veteran
Veteran
Joined
Aug 15, 2015
Messages
243
Reaction score
882
First Language
Lithuanian
Primarily Uses
N/A
@Jonforum Yeah, I usually do the story first, because most of my games never really revolve around gameplay, so all that is not a cutscene is kinda: "Just make it work". :kaoswt:
(That's probably a pretty bad idea, but I'm just used to working like that)
 

Jonforum

Veteran
Veteran
Joined
Mar 28, 2016
Messages
1,623
Reaction score
1,440
First Language
French
Primarily Uses
RMMV
@Jonforum Yeah, I usually do the story first, because most of my games never really revolve around gameplay, so all that is not a cutscene is kinda: "Just make it work". :kaoswt:
(That's probably a pretty bad idea, but I'm just used to working like that)
if the story is important, it is probably better to realize it at the beginning.
but you may be curbed by the need to develop necessaire code, it takes sometime several weeks or month. And at the risk of losing track of the story.
But everyone has their way of working, it's a question that will bring you a lot of answers depending on everyone's experience and style of game dev.
 

Matseb2611

Innovate, don't emulate
Veteran
Joined
Oct 15, 2012
Messages
4,568
Reaction score
6,389
First Language
English
Primarily Uses
RMMV
Phase 1: Getting the idea. This usually happens while I'm still working on another project. Some ideas don't get anywhere further. Others manage to interest me enough and I decide that they'll be worth making into a game.

Phase 2: Planning and collecting resources. This too mostly still happens while I'm still working on another project (though late stages). At this point I'll plan some basics - main characters, key story scenes, possible locations where story will take place, any specific gameplay mechanics, etc. I'll also be scouting for resources I can use for said project. (this phase can take anywhere from 1 month to several months)

Phase 3: Setting up. This is the bit after the basic plan is done but before the main mapping and eventing. This is when I set up the database, make sure any scripts I am including work as intended, and also make edits and design any sprites that are necessary for the main characters. (this phase usually takes under a month, possibly a week or two if the project isn't too big; I don't like to linger in this phase for too long as it can become very tedious and de-motivational, so once I have the main chunk of stuff set up, I move on to the next phase and then add what's necessary in due time).

Phase 4: Mapping and eventing. This is the main phase really. I prefer to mostly go through this one chronologically, designing maps and events as the story goes, then playtesting that section, then continuing on to the next one. After having made a chunk of the game, I send it to testers to playtest that bit while I begin working on the next chapter/act. (this can take anywhere between 2 to 6 months for me, depending on project length)

Phase 5: Beta testing and pre-release preparations. Basically when the game can be played from start to finish, and at this stage I send this beta version to the testers. Since some testing was already done in earlier stages, I prefer not to keep this final testing stage too long as it's a quick way to start getting bored of your project while you're waiting for feedback. In a meantime it also helps to begin preparing any pre-release assets - Steam achievements, game trailer, etc. At this stage I also begin or continue phase 2 of the next project in line. (this phase usually lasts around a month for me)

And then it's released.
 

ChampX

Veteran
Veteran
Joined
Aug 14, 2016
Messages
206
Reaction score
138
First Language
English
Primarily Uses
My general 10 steps to success.

1. Get idea.
2. Discuss idea with one or two people to see if I have anything worth pushing forward on. May include a sketch or mockup image.
3. Prototype basic concept (i.e. combat mechanics and general map movement/interaction for RPG).
4. Share prototype with a few people for feedback.
5. If prototype turns out successful, start development process of more refined mechanics, plot, graphics, sound, documentation, whole 9 yards.
6. Every now and then, test everything and continue seeking feedback as the game slowly comes together.
7. Make necessary adjustments.
8. Repeat steps 5-7 until game is finished.
9. Ship game.
10. Continue providing support for game.
 

TheoAllen

Self-proclaimed jack of all trades
Veteran
Joined
Mar 16, 2012
Messages
5,599
Reaction score
6,552
First Language
Indonesian
Primarily Uses
RMVXA
  1. Getting the idea, or more like the general idea. Sometimes I don't care how it ends, I just care about how it starts. It does not always be a story, could be from gameplay mechanic alone without story context.
  2. Prototyping the system I want to show. Designing how it works on paper. Make a rough database using whatever tools I have (excel, or just notepad to write out the idea)
  3. Actually scripting. Trying to implement the thing I want to make. Could be start to script from the menu screen, or battle screen.
  4. Databasing, databasing, databasing .... I enjoy databasing. Usually start from the actor side like what skill they have. Or making a custom animation. Including make animation from database or simply playing with sideview battle animation sequence.
  5. Once all done, mapping and eventing. Map some stages, and making dialogues.
  6. Making enemies / encounters on the fly while doing the map stages.
  7. Resourcing if I feel like I'm lack of something. Polishing the current build
  8. Testing, balancing, etc
  9. Getting stuck on what is next scenario I'm gonna make, and realized I'm suck at writing story
  10. If I managed not getting stuck on the next scenario Repeat 5 ~ 9 until the project finished
  11. Otherwise, I give up. Another canceled project
 

Jonforum

Veteran
Veteran
Joined
Mar 28, 2016
Messages
1,623
Reaction score
1,440
First Language
French
Primarily Uses
RMMV
it also depends on your competence.
Dev a game in solo need you to be a general thecnician.
*master mathematics.
*master the art of drawing.
*master codes and basic HTML,CSS,Javascript,C,C++,php....>
*master informatique (basic concept sofware, hardware)
*master Markething and logic of human behavior
*master audiovisual and audio in all its complexity
*master all the most popular basic languages. (english, french,spanish,japan,chiness,russian...>)
*master know how to create scenarios with his imagination and these dreams, and write its.
to be at the top of amateur development, you have to be a generalist technician. and not specialist.
know a little of everything, without really being an expert in a field.
 
Last edited:

EpicFILE

Epic Member
Veteran
Joined
Sep 27, 2017
Messages
441
Reaction score
1,405
First Language
Indonesia
Primarily Uses
RMMV
1. Write the main concept
2. Write the core game mechanic idea that can be done by myself
3. Map planning
4. Creating resources (artworks and music for me)
5. Searching for more resources (for the resources I can't create)
6. Execution

At least that's how I finished my first game.
It obviously lack some necessary work, but I learn from that. :D
 

Jonforum

Veteran
Veteran
Joined
Mar 28, 2016
Messages
1,623
Reaction score
1,440
First Language
French
Primarily Uses
RMMV
with ressource libs web like https://market.envato.com/
it very easy to get pro ressource with a ridiculous budget.
a great pizza will cost you more! lol!
example my website, I did not break my head, only for $ 20 change some code and basic html php css, and i save 1 year work for make a fulle website.

Same for my charactere design, buy somes templates with AI, and just change design on chara take minute and not a weeks or month.
and you can combine this with free web libs, it just isane how its easy to make pro stuff.
 

Parallax Panda

Got into VxAce ~2014 and never stopped...
Veteran
Joined
Oct 29, 2015
Messages
1,064
Reaction score
1,326
First Language
Swedish
Primarily Uses
RMVXA
Not that I've ever finished a game up to date, but the process that have proved to be the most successful one for me is this.

1. Have an idea (anything really)
2. Spend a week or so contemplating if my interest for the idea is just a passing thing or real passion.
3. Flesh out the idea (create a new google doc and write down characters, story and anything else related to the game I can think up).
4. Test out any vital mechanic and make sure I have any plugin that is absolutely necessary for the game concept.
5. Start working in the Database. This is also when I make edit sprites and clean out unwanted assets and make sure all the art/music needed are in their correct folders. Everything I can do to prepare for step 6 basically.
...and then finally, when the characters & story is final and I have everything in the database that I need is done... then and only then...
6. Make the maps (includes eventing and writing dialogue).

Truth is... most of my projects die on step 3-5. Especially step 5 can be really brutal. Step 6 is what I enjoy the most, but when I've tried to do that step first I usually lose motivation quickly when I realize I also need to fill out that terrible database and come up with skill formulas etc.
 

TheoAllen

Self-proclaimed jack of all trades
Veteran
Joined
Mar 16, 2012
Messages
5,599
Reaction score
6,552
First Language
Indonesian
Primarily Uses
RMVXA
when I realize I also need to fill out that terrible database and come up with skill formulas etc.
Use lazy formula like me :p

Normal attack (100%)
Code:
atk * 4 - def * 2
A slightly better than normal attack (150%)
Code:
(atk * 4 - def * 2) * 1.5
Powerful attack (350%)
Code:
(atk * 4 - def * 2) * 3.5
4 hits random enemies (70% x 4)
Code:
(atk * 4 - def * 2) * 0.7
 

KayZaman

Brother-Veteran
Veteran
Joined
Jun 26, 2016
Messages
769
Reaction score
1,751
First Language
English & Malay
Primarily Uses
RMMV
1. Got stupid idea and ask myself why. If the stupid idea is okay, then GO!
2. Try something new. Like Mick Gordon said “Change the process, change the outcome”. If new mechanics and plugins are awesome and fit the project, GO again!
3. If the project sucks, fix something sucks.
4. If tired, take a break.
5. Feedback? I asked my sister. Or my friend.
6. Finish?! Not yet! Fix new problem!

Mostly for music. Game also the same. Also life.
 

Philosophus Vagus

The drunken bird dog of rpg maker
Veteran
Joined
May 22, 2017
Messages
291
Reaction score
4,444
First Language
English
Primarily Uses
RMMV
Map drunk(well, buzzed), code sober.

That pretty much describes my process so far...that and throw back twenty bucks or so each paycheck into a fund I'll eventually use to hire an artist if I ever get the mechanical stuff down, I can frankenstein edit things together, but when it comes to making art I'm worse than most five year olds in spite of all the beginner tutorials I've slogged through trying to improve.

Don't really have to worry about the story, as it was panned out before I even owned any software to make a game. It's aligning the story to what I'm capable of doing mechanically thats been giving me the most trouble so far.
 

Rukiri

I like to make Action-RPGs
Veteran
Joined
Jan 20, 2014
Messages
843
Reaction score
513
First Language
English
Primarily Uses
Other
I decide if I'm to be bothered with development, I A.) grab doritos and program like mad or B.) be lazy and watch youtube.
Hopefully this sit/stand desk thing works out as I'm sick of being bored and lazy all the time!
 
Joined
Dec 17, 2016
Messages
374
Reaction score
1,954
First Language
English
Primarily Uses
RMMV
Enthusiastic
Excited
Anxious
Depressed
Despair
Rocking in a dark corner
 

OnslaughtSupply

Ssshhh...
Veteran
Joined
May 14, 2017
Messages
731
Reaction score
764
First Language
English
Primarily Uses
RMMV
Step 1: beat head against keyboard.

Step 2. Take a nap because now I have a headache.

Step 3. Come up with an absolutely amazing idea.

Step 4. Forget the idea.

Repeat step 1-2

Step 5. Actually come up with an idea.

Step 6. Visualize and conceptualize the idea for a week or so while simultaneously thinking of a rough plot/storyline.

Step 7. Research the idea.

Step 8. Realize that I am not as smart as I think I am.

Repeat steps 1-2

Step 9. Character design and back story. Repeat until happy.

Step 10. Aesthetics and pre-mapping. This is where I choose the art direction and tilesets. I make some preliminary maps to choose the style and how things come together, might save a few maps for the actual project.

Step 11. Now that I have a sense of what I want it to be, I go on the hunt for music, pictures and let's plays of games that are similar.

Step 12. Add every plugin I have and start turning my idea into reality. Change settings, check compatibility, and start with mechanics.

Step 13. Start making maps and writing dialogue.

Repeat step 8

Step 14. Stop progress. Pull out the old pen and paper and write out the story.

Step 15. Redo a bunch of stuff.

Step 16. Database and common events.

Step 17. Make a parallax map. Load into editor. Set passability. Make events and dialogue. Playtest (see step 1 and 8). Playtest some more.

Repeat step 17 until complete.

Good luck.
 

kaukusaki

Awesome Programmer Extraordinaire
Veteran
Joined
Jun 27, 2013
Messages
707
Reaction score
529
First Language
English
Primarily Uses
RMVXA
My process is thus:
Idea!
Outline!
Gather resources!
Hammer code!
Debug!
Cry when computer fails because Gremlins.
Repeat.

I have over 100 projects rotting on old drives . This year I'm redoing them all starting from the oldest which I made 15 years ago in my first commercial attempt...
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

Our latest feature is an interview with... me?!

People4_2 (Capelet off and on) added!

Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.
Can someone recommend some fun story-heavy RPGs to me? Coming up with good gameplay is a nightmare! I was thinking of making some gameplay platforming-based, but that doesn't work well in RPG form*. I also was thinking of removing battles, but that would be too much like OneShot. I don't even know how to make good puzzles!
one bad plugin combo later and one of my followers is moonwalking off the screen on his own... I didn't even more yet on the new map lol.

Forum statistics

Threads
106,033
Messages
1,018,441
Members
137,820
Latest member
georg09byron
Top