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Join Team BATMAN!
I'm an artist. I have wanted to make an RPG Maker game for a long time now and I recently have just had this ache to make a Batman RPG.
The Project:
We are going to make a Batman Fangame using RPG Maker MV. I'm an artist and I will make all the custom sprites and backgrounds myself. We will be creating a game for the player to play that includes some very Batman-themed puzzles, skill challenges, and combat.
I have just started so I don't have 5 screenshots but I'll be posting more as time goes by.
WHAT I NEED
Fellow Artists: We will be doing a GBA art-style. Colors have a Mid-Light and Low-Light and only shiny things will get a small high light. I could use some pixel artists of any skill level. If you have a strong portfolio then I will give you plenty to do but if you are brand new I may start you small with simple objects.
Writers: I will be building a writers-room of fellow talented young writers to help flesh out the story. You will be given a series of paramaters and objectives to guide the creative process towards crafting a bat-worthy script that swings with the best of them. I must warn you however that if you want to help with the writing process your writing will be subject to heavy revisal. Things will get edited, even thrown out. The bar for writing BM is incredibly high and I will accept nothing short of perfection. You will be in for a growing process.
Mappers: I will be needing a fellow level designer or two to help create the different levels and areas of the game. My primary goal for level design is to keep the player experience in mind. Keeping it just the right size, just the right pace, just the right amount of maze with a dash of "Where am I???" I will provide you with some basic template brushes and tiles to work with and later we'll plop in the reeeeally nice lookin stuff.
Music: To me music is, possibly, the most important part of a game. Music is what stirs the soul. I am welcoming a composer who can make some really full sounding hollywood-style original songs. Anything that sounds like the Arkham Games or the Dark Knight movie scores is welcome at this table!
Scripter: I can look at Javascript and I MIGHT be able to tell you where to put the semicolons. I am looking for someone who can create code that is clean and meshes well with the core engine. Because of my lack of knowledge I would like someone who is a JS pro and have lots of dialogue about what is possible and I really want someone who can think creatively and engineer solutions that will... be... awesome! If you are a coder, and you have some really good ideas floating up in your head this might be the project for you. You might even take over the direction of the combat, experience, and equipment itself!
Eventing: There will be lots of events. Lots of in-game cut scenes. Tons of witty dialogue. We need an RPG Maker Event Expert who will be able to put everything together correctly and in a timely manner.
Project Lead: I will be looking for one or two people who have successfully created content with RPGM and who have proven experience working with others in the past. These are kind of "Army Generals" who can oversee getting everything done and can keep the ball moving if for some reason I'm not there to oversee progress.
KEY FEATURES
- Saved Character Files - Once the game is done, I want a feature that saves your character's file with all of the stats/abilities/equipment you gathered during the game. The reason for this, is to be prepared for a sequel. If it is successful enough, and there is enough demand, we will want to be able to save the file and have it ready for the next installment.
- Different character style- I know there are mods that provide new templates for characters I've seen them. We are going to be doing the character design that is (less) Chibi where the characters are a little more realistically portioned.
- Different Combat Style: RPG maker's basic combat style is nice but I would like to try and implement something new. Like a grid combat system, or POSSIBLY even a real time combat system like Secret of Mana. 90% of the game will be Batman by himself so it won't be difficult to balance.
- Bat-centric Leveling and Equipment: We will create a leveling and equipment feature-set that will make for a fresh experience for the player.
What is the Story?
This is our own telling of Batman. It draws heavily from influences like TAS and The Dark Knight Trilogy, but is very much its own story and own canon.
The story itself will be, of course, about Batman. It begins with a bank robbery that Batman foils. He then jumps into his Bruce Wayne secret identity and goes to a Gala, the first public appearance BW has made since his parents death, and a reporter asks him where he's been all this time. Of course he lies and tells the story of school then college. He goes into the party and starts having flashbacks of his life. The game covers his life from the time of his parents death, through his training, becoming Batman, and defeating the nefarious mob boss Falcone.
Featured Characters you will Play As
Batman - Obviously main character.
Ra's al Ghoul - Briefly Joins
Deathstroke - Briefly Joins
Catwoman - Briefly Joins several times.
Robin (Dick Grayson) - Joins permanently
Villains?
Vincent Falcone - The main antagonist. The one who set up the death of the Waynes.
Tony Zucco - Robin's main antagonist. He murdered the Graysons.
Catwoman - Batman foils one of her heists.
Deathstroke - You fight him during the League of Shadows training.
Ra's al Ghoul - Also during League
???
How this Project Will Work
In order to feel good about working on a project like this you will need to know what exactly the plan is in order to see it finished and completed. We will be following a workflow that I call Phases in order to keep everyone on the same page and to really track progress. Also it is extremely important that team communication be very clear so I will be going over how the process of communication will be.
The Process of Production
There will be 9 Phases
Phase 1 - Recruitment, Dialogue, and Initiation
This is where we are right now. I have officially started the conversation with like-minded game designers and we are all now in the process of forming a team. I will be talking with various talents about what they want to do, weather by skype, email, forum chat, or otherwise. During this phase I will also be determining weather or not we will have the man-power to see this thing through to the end. If I can get 10 good men (ahem or women) we can be done in a few months. If I can get 20 maybe sooner. If there isn't enough manpower recruited in phase 1 then I will terminate the project. I'd rather do it now than half way through and have everyone feel like they lost their time. This phase will end when there is enough scripters and eventers to begin...PROTOTYPING!!!
Phase 2 - Prototyping
We are going to create a unique game. We are using the RPG maker toolset, but the experience of playing it will NOT be like other RPGM games. We are going to begin prototyping combat systems, character creation, character advancement, equipment management, puzzles, action sequences, creating engines on top of the engine to power the game. Also during prototyping we will begin to put together an outline for the script of the story of the game and begin making foundational decisions about the pace and story of the game itself. Nothing has to be solid at this point. This experimental phase will end when we have chosen the 'skeleton' system upon which the foundation will be layed. Then we will be moving on to Production.
Phase 3 - Production
Now that we have the base elements of the game put in place, it is time for production. Sprite Sheets, Map Tiles, Level Design, Pixel Art, The Full Script, Event Design, Everything. Everything that involves the completing the game will be under attack. Phase 3 will be concluded when we have a working model of our game. This does NOT mean that it is finished. It means that you can turn the game on and play it to the final stage and credits roll.
Phase 4 - Testing
At this point we bring in the unwashed to test out the game. We will bring in 10 people to alpha test. Look for bugs, and more importantly: FEEDBACK. While we are testing, we will be processing feedback back into the game. Sharpening art, tightening systems, repairing problems. Refining the game. Of course we as a team will also be playtesting everything over and over to file the edges. This phase will conclude when we feel like the game is solid and ready for release. During this phase we will also start a Forum for open dialogue. More on that later.
Phase 5 - Refinement
The game has a start, middle and end. Combat system is near perfection. Character Progression is polished and makes sense. Everything is coming together and looks like a REAL game. Now we go back through and PERFECT EVERYTHING. Make the art PERFECT. Dialogue...PERFECT. Level Design... PERFECT. Story Writing...PERFECT. Anything and everything to make every part of the game shine. I will decide arbitrarily when this Phase is finished. It just needs to feel like a finished game.
Phase 6 - Marketing
Facebook, Twitter, maybe a little Youtube. Hundreds of Web communities. This is where we, as a team, as one united force spread the word about the game. Tell all our friends and fellow nerds about it and get the word to the far ends of the earth. This will be the most important phase, believe it or not. We might have the best game of all time, and if we don't get the word out then all it is is just another file collecting dust on some digital shelf somewhere. I will not let that happen. Marketing ends the moment the game releases.
Phase 7 - Release
During Phase 6 we will know an exact release date. We will drop the file, send out the link, and pop a bottle of sparkling white wine! WE DID IT! WE FINISHED A GAME!!! HOORA!
Phase 8 - Aftermath
With the snowball thrown down the hill, the team will sit back and just watch. Observe what happens and gather every little bit of feedback we can. This phase will, of course, probably never end because feedback will be ongoing. But merely the phase of absorption of feedback will end when we decide to have "The Last Meeting"
Phase 9 - The Last Meeting
The game is done. Its in the hands of the people. We will all get together for a meeting, online of course, using Google Hangouts, and discuss the entire process, and decide if there will be a sequel.
The Process of Communication
It is extremely important, that clear and consistent communication be constantly flowing throughout the team. Depending on your role, the type of communication that is required will be different from the next person. Perhaps you are an artist who is only making small assets to brush into maps. Perhaps you are the lead artist who is making a full pallet of tiles. The kind of job you do, and how much you are doing, will change the type of communication that is requried. You must know, and agree with, my method of communication for keeping the team together and rolling, otherwise there will be discord in the project.
A Weekly Email
Once per week, on Mondays, I will send out a mass email to everyone in the group boasting the progress of the project, as well as keeping everyone up to date on the general direction of the project. These will be clear and concise, highly visual, and (hopefully) very short. You will be expected to read it! But not expected to reply.
Big Announcements
Occasionally there may be a need to let everyone know about something that is urgent and important. I may shoot out a mass email just to let everyone know what's up.
One - One Emails
For dialogue that is important, but not urgent, I will be emailing you directly. These are for things that apply only to the work that you are doing specifically and the rest of the team doesn't need to waste time reading about it. You will be receiving personal emails from me often during the project. I am not pestering you, I am a perfectionist and a hard worker and am diligently watching every single gear as it turns. I will expect a timely reply!
Skype
For certain people who are heavily involved with major parts of the project, you may be asked to talk with me via skype. Voice only. There are many things that must be gone over in great detail, and it's been my experience that hearing someone's voice and being able to listen to them speak adds SO MUCH value to the communication.
Forum
During Phase 4, we will create a forum to expedite communication with the Testers. The rules will be very specific and strict to keep things professional and we will at that point use the Forum to consolidate much of the discussion.
Keep it Professional
Communication is critical to the success of the project. While it is a "Free" project, if it isn't run professionally it is doomed. Absolutely no discussion of Politics, Religion, or anything that doesn't directly involve the project will be prohibited in these channels. Please respect this.
Want to Join!???
I have explained in great detail what will be involved in getting the project done, and I need talented young creatives to do it! If you read this post and you feel like this is something that you would like to commit to join, then DO IT!!!
Just copy and paste this in a post and fill it out!
What I would like to do: Exactly that. What you would like to pitch in and do!
Experience: How long have you been working with RPGM specifically? How long have you been working on games?
Skills: ex. Pixel Art, Programming, Eventing, ect
Links: Any appropriate links to work that you have had a hand in.
LATEST BUILD
If you have any questions let me know!!!
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