Not sure where to start with events and stuff

Pixie_Virus

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I've finished all maps, but am at a loss. Do I do the event chains, random NPC stuff, then environmental things, or do I do them in a different order? Also is it okay to use one of MV's maps in my actual game, or do I need to alter it to a certain point? Do these questions even go in this forum? I really need more focusing power.
 

Engr. Adiktuzmiko

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MushroomCake28

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1) The order doesn't matter much, unless of course there's an event that can alter the other events in the game. For example, night versus day can affect the number of npc in town, or even if a shop is opened or closed. Another example is an story event in which a town is destroyed. That would affect the npcs in the town, the shops, the other side quests, etc.

2) I don't think there's any problem in using the sample maps that come with MV. I don't think you even have to modify them in order to use them, even in a commercial game. I'm almost certain of that, but would be safer if someone can confirm.
 

TheoAllen

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The answer is as simply as "just do it". You will learn along the way.
 

AmazingKazuki

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I've gotten to this point several times. Ideas flowing through your mind or just lack of. I've decided that when designing a game I would work on a few things before moving onto more of what I call extra work. So, deciding on graphics or a style is first; followed by a general story concept. As for eventing, I put in everything that is strictly story based. I leave out NPCs and extra findings around towns. Always make notes on things that you want to add later, but I stick with the story because things change and if the story changes, well, that is already on the map and ready to go if I have to cycle back through.
 

mlogan

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2) I don't think there's any problem in using the sample maps that come with MV. I don't think you even have to modify them in order to use them, even in a commercial game. I'm almost certain of that, but would be safer if someone can confirm.

There is no problem with using them, even in commercial, as far as licensing or anything goes. But if you rely too heavily on them, you may get criticism for that.
 

Andar

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you can use the sample maps - that's why they're there.
The biggest problem is not a legal one about if you can use them, it's about if you should use them.

Using the sample maps can have two big problems: Mapping style and originality.
1) mapping style
if your own map are different from the way the sample maps are done, it will point them out specifically - either because they're better or worse or simply doesn't fit. And no matter what, those inconsistencies will count against your game.
2) originality
there already is a big bias against the RM for the overuse of RTP resources. A good part of that comes from games that are using the RTP badly, but it exists - and you need to work against that to get your game sold.
if the sample maps are secondary maps in the second half of the game that doesn't matter much.
If you use one of the sample maps as the main game hub to be traversed dozens of times at the start of the game, a lot of people will say "he can't even make his own maps, that game has to be bad" and quit early.
 

Pixie_Virus

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I've gotten to this point several times. Ideas flowing through your mind or just lack of. I've decided that when designing a game I would work on a few things before moving onto more of what I call extra work. So, deciding on graphics or a style is first; followed by a general story concept. As for eventing, I put in everything that is strictly story based. I leave out NPCs and extra findings around towns. Always make notes on things that you want to add later, but I stick with the story because things change and if the story changes, well, that is already on the map and ready to go if I have to cycle back through.

This is great! Thank you. I hadn't even thought about the story line effecting the NPC stuff....whooooops.
 

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