[Please take note this is a thread with my own opinion and how I approach my game.]
Hi!
So you just bought RPG maker and you probably think: I am gonna make the top tier 40h games with top tier graphics AAA level. It's gonna be easy!
bzzt bzzt here's the first wrong thing you shouldn't do when beginning to do any project: Over ambitioning. Your first game lets face it will probably be full of the flaw and just downright not good. (not all the time but you will see with the lacks of experiences many mechanics will be clunky)
Leaving the ambition aside you must think: Ah I should make an in-deep world design and story right? oh, and of course I must have pretty graphics!
Bzzt bzzt, Even more wrong! The first thing you should do when developing a game is : Prototype
What is prototyping? It's the (and I put emphasis on it) most important part of a solid game. It's the phase where you decide and design the whole game feeling and concept. Because you can have the most interesting story but if the prototype is boring then your whole game will be a failure.
How to approach a prototype I must have decent graphics and code no?
the answer is: Nope even a square or a cube and suffices the point of a prototype you begin with a RAW core idea then you design around it.
Let's see how I approach is I sit and ask myself :
what kind of game do I want to do?
Then after this is done and I test a couple of time I ask myself: is it fun? if not what can I do to improve to make it fun? if I can't find a way to make it enjoyable I scrap the idea. Then you expand more :
What if she can run on walls or she has a monster chasing her?
You then proceed to implement and test those features.
Do remember to keep everything simples and straight to the CORES features and also don't bother at all of the graphics or look. Cube or even Rpg maker basic resources can be used as placeholder art.
those points to know if the prototype is "bad" are :
Also, don't hesitate to be messy it's a prototype it's supposed to be done fastly and give a "feeling" of the game.
So once you are done with the prototyping and you got a good feeling...Start a new project. Yes start a new project and begin to actually do your world design and story. the prototype was there as a sketch. You should be reprogramming most of the stuff (to be more organized) they aren't meant to be productions ready.
I saw MANY people and I did that mistake myself in the past: Just skip the prototype and jump straight to the polish demo and fail miserably.
if you want a nice example of a prototype : Game jam. they are a good way of doing a prototype.
here's one I did in the past year https://nio-kasgami.itch.io/moon which was for a month prototype.
On that, I hope it helps to clarify!
Happy game dev!
Hi!
So you just bought RPG maker and you probably think: I am gonna make the top tier 40h games with top tier graphics AAA level. It's gonna be easy!
bzzt bzzt here's the first wrong thing you shouldn't do when beginning to do any project: Over ambitioning. Your first game lets face it will probably be full of the flaw and just downright not good. (not all the time but you will see with the lacks of experiences many mechanics will be clunky)
Leaving the ambition aside you must think: Ah I should make an in-deep world design and story right? oh, and of course I must have pretty graphics!
Bzzt bzzt, Even more wrong! The first thing you should do when developing a game is : Prototype
What is prototyping? It's the (and I put emphasis on it) most important part of a solid game. It's the phase where you decide and design the whole game feeling and concept. Because you can have the most interesting story but if the prototype is boring then your whole game will be a failure.
How to approach a prototype I must have decent graphics and code no?
the answer is: Nope even a square or a cube and suffices the point of a prototype you begin with a RAW core idea then you design around it.
Let's see how I approach is I sit and ask myself :
what kind of game do I want to do?
Then I sit in unity or RPG maker and begin to program a basic idea. In this context, I would be designing the maze algorithm.Ah I want to do a game where a little girl runs around in a randomly generated maze.
^ - that's a core idea of a prototype.
Then after this is done and I test a couple of time I ask myself: is it fun? if not what can I do to improve to make it fun? if I can't find a way to make it enjoyable I scrap the idea. Then you expand more :
What if she can run on walls or she has a monster chasing her?
You then proceed to implement and test those features.
Do remember to keep everything simples and straight to the CORES features and also don't bother at all of the graphics or look. Cube or even Rpg maker basic resources can be used as placeholder art.
those points to know if the prototype is "bad" are :
- Feeling of tediousness or annoyance while testing the game (excluding bugs I mean when there's no bug)
- boredness while playing a certain part of the gameplay.
- Confusion while playing some part of the gameplay
- Features make the game too hard to progress. (i.e wall jump feels unnatural and complicates the progression)
Also, don't hesitate to be messy it's a prototype it's supposed to be done fastly and give a "feeling" of the game.
So once you are done with the prototyping and you got a good feeling...Start a new project. Yes start a new project and begin to actually do your world design and story. the prototype was there as a sketch. You should be reprogramming most of the stuff (to be more organized) they aren't meant to be productions ready.
I saw MANY people and I did that mistake myself in the past: Just skip the prototype and jump straight to the polish demo and fail miserably.
if you want a nice example of a prototype : Game jam. they are a good way of doing a prototype.
here's one I did in the past year https://nio-kasgami.itch.io/moon which was for a month prototype.
On that, I hope it helps to clarify!
Happy game dev!

