Sacrifices

Discussion in 'General Discussion' started by Ragpuppy87, Jul 11, 2019.

  1. Ragpuppy87

    Ragpuppy87 Veteran Veteran

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    What's the biggest thing you have had to cut out of your game? Something you really wanted to include,
    but ultimately decided it just wouldn't work for one reason or another?;_;
     
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  2. TheoAllen

    TheoAllen Self-proclaimed jack of all trades Veteran

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    Most of the time I'm able to include any mechanic I want, and mostly I cut out of it because it just doesn't sync well with the design. There is one thing I'm unable to do that I do want to include, it's random map generator. Due to the nature of the world where my game setting is taking place, it's better if the stage/dungeon is randomized so every playthrough will be different. But handcrafted map still beat randomized map most of the time.

    Another thing would be something that I just don't have the resources to represent something. And in the end, I just decided to drop it or change it into something else. I don't remember what they're though.
     
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  3. Milennin

    Milennin "With a bang and a boom!" Veteran

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    My first game had an attempt at a mini-game to slay hordes of tiny monsters that went with a meter that filled up as you killed more, but would decrease if you were too slow. The plan was to have several waves and include nuke pick-ups and make it something awesome, but in the end, I couldn't find a way to make it fun enough to warrant that much of it. I downscaled it and made it a short warm-up for a boss fight that would come after it instead.
    I swear it works in my head, but when I tried to make it happen ingame, it just felt boring, lol. Maybe I should go back to it with the experience I've got now and try something similar in my new game... (inb4 mini-games suck lolol)
     
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  4. Aesica

    Aesica undefined Veteran

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    For the current game, nothing. If anything, I have the reverse problem--I keep thinking of things that I think would be cool to add. So far, this has been:
    1. A casino (slots and roulette only though, I cut myself off)
    2. A character renamer that works similarly to FF4's Namingway
    3. An item collection NPC who gives you better and better rewards the more tokens you bring her
    4. A junk shop (open random chests after paying a level-based fee) that mostly yields garbage, but can also allow the player to get loot that would otherwise be considered missable.
    5. A long item trading system similar to the one in Super Mario RPG--trade item A for item B for item C for item D etc until you finally get something really good in the end. There's a few other nice things you get along the way, too.
    I really need to stop making things like this and just finish the game. I guess the plus side is that most of these things should be easily importable to future games as well.
     
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  5. bgillisp

    bgillisp Global Moderators Global Mod

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    I've cut the following from my game so far:

    -4 playable characters.
    -The crafting system
    -A few mini-games. 3 ended up staying, but the rest were axed.
    -The tactical turn based system that I wanted to use for battles (think Jagged Alliance or X-Com style if you've played those games).
    -One entire Chapter
    -A couple optional dungeons.

    Most were cut as I wanted to finish the game before 2025. Even with the cuts, it still took 5 years to make.
     
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  6. Ami

    Ami World Maker Member

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    the thing i cut on my project is:

    - double attack skill type. need 1 character to execute this skill. but i'm stuck with disabled and even not showed skill name anymore although the character that needed for execute the skill are in the team. (im using the the lunatic code from yanfly skill core to enable and disable if the character are available in the team,but no luck for me)

    - chemist skill type. you know mix from final fantasy v? i make like that but with yanfly skill cost item,of course. i have to make the skill are logically possible to make (like Super HP Bottle,we need 3 HP Bottle,2 Mega HP Bottle and 1 Giga HP Bottle,will recover hp to 9999 when we add that item) but im ended with many chemist skills rather than healing and destruction magic.

    - crafting system. we need the materials to make an items,weapons and armors. but its too much because i make an hundreds of items,weapons,armor and must copy-paste the notetag 1 per item.
     
    Last edited: Jul 13, 2019
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  7. Hermoni

    Hermoni Villager Member

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    The biggest thing i have totally cut.... the story.
    At start, that was an adaptation of the story i made in role play. But was just too hard to make a good adaptation.

    So i keep characters but i will use them in totally different story. (i love my RP but i think that cant be really fun for player)
     
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  8. empresskiova

    empresskiova Untitled Project1 Veteran

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    It’s not officially cut yet, but the masssssssive world map’s gotta go in my game. Originally it was gonna be a hobbyist’s epic, but since I basically couldnt come up with a good enough storyline for that “dream 40+ hour epic”, I’m scaling it way way back, starting with the map.

    Granted, the map hasn’t been cut yet but that’s more because it takes crazy time to make one, and I need something right now for playtest purposes. :)

    And I guess the story also got pared way down. :)
     
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  9. Tai_MT

    Tai_MT Veteran Veteran

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    Things I've cut:

    1. Evil Storyline. While it was intriguing all on its own, it wasn't compelling from a video game standpoint. The vast majority of gamers choose paths of "good" when possible. There are exceptions, but those are sort of rare in the industry. Instead, I chose to combine both versions of my storyline into something a little more compelling. Namely, that the player is going to be trying to do good the entire game, but more often than not, bad things happen as a result of those good deeds. It is more interesting that the player chooses "the lesser of two evils" at each choice instead of "is this the good guy option, or the badguy option?".
    2. My original "Sin" System. It involved equipping an item that drastically reduced stats of the character and ran down a timer so long as it was equipped. Once the timer ran out, the item was unequipped, changed to a powerful item, and then equipped back on the character. It was boring, easily exploitable, and didn't really provide any interesting player choices. Instead, the item now only influences/changes dialogue when equipped (it still hurts your stats) and I opted to provide conversations in "safe spaces" so you can grind these out... but the bigger bonuses come from dialogue just before battle (so you have to take the penalty in combat in order to get some of the largest gains towards transforming these items).
    3. A Trading Card Game. I spent a significant amount of time designing and coding one. However, the older I got... the more I decided the Card Game could stand on its own if I ever decided to really do anything with it. I also decided mini-games were a waste of time since I first created it, as they distract from dev time and aren't really "interesting" to a player beyond the first 3 hours they play them. Essentially, they're a feature that "gathers dust" unless you make them necessary somehow. The novelty wears off fast.
    4. Pacifist Mode. I had my game originally designed so that you could be a 100% pacifist if you wanted to be. I removed it entirely as it made it difficult for me to keep trying to come up with methods that you could solve some problems by not engaging in combat. I eventually decided on a "Diplomacy" type system where it could be used on reasonable sentient creatures. Though, what you might sacrifice in order to "not engage in a fight" fit in with the player choices from option 1. What kind of deal would the player make if they decided to not wipe out the bandits and work out a compromise with them instead? More interesting than just not engaging in combat. Plus... wild animals can't be reasoned with. They just want you dead.
    5. Achievements. I love achievements in video games. I love collecting them all. However... They're not really good for my game. They would enforce specific methods of play. They would enforce "save scumming" quite a lot to get multiple options. Creating multiple save files for a single run. Using guides to get all of the achievements possible. I just ditched it. The point of the game is the story and the player experience. It isn't about collecting things and "seeing all the content". It's about one player being able to talk to another player and sharing their unique experience with the game, because they chose different paths and did different content.

    Those are some of the things I've cut. At least, off the top of my head. I know I've cut a crafting system as well, but that was early game, before I ever had a storyline. I cut it 'cause it was tedious and didn't fit with the gameplay I wanted at all.
     
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  10. Aesica

    Aesica undefined Veteran

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    Actually wait, there was one thing I cut from my game:

    The "dark priest" character I had planned to replace the starting healer at some point. Initially, you start the game with a longtime friend priest fellow (as well as one other member), but as the player progressed through the story, the main character was going to learn things about the world that would cause him to abandon/lose and/or fight both of the other starting members. This dark priest character was going to fill the niche of the starting priest character (healer) in battle, but as I worked on more and more of the game, I decided I kind of liked the dynamic the main character and his priest friend had, and that I didn't want to ditch or fridge him just to spur the plot along. Besides, replacing a character the player has gotten to know with some new guy just felt both lousy and lazy.

    Granted, I still want the midgame conflict between these initial characters to happen, however now I have no intentions of ditching anyone as a result of it--at least not permanently. Now it's kiss, make up, and continue the main plot together with an even greater bond and resolve.
     
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  11. flynnmichael81

    flynnmichael81 Veteran Veteran

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    In the strategy games I've just finished, I've had to really cut down map sizes too. The games have their own tilemap so work slightly differently to MVs standard, but I've had to cap out at 166x166. Even though I can generate maps at 1000x1000, the turn times were just unbearable. The dreams of a million tile map strategy game died!

    The most difficult thing to cut for me in the 'space' version of the game, was the ability for the player to destroy suns. Unfortunately it made the game unstable :( I've not given up all hope though!
     
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  12. CalebW

    CalebW Veteran Veteran

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    I’ve cut the entire game 3 times. It started as a companion game to a book I wrote, got close to done and realized it was actually a bad idea and boring. The high and excitement wore off and I’m like hmm.... yep that’s not even worth 1$

    Then I went through a tactical battle system phase, which was working well, got about 47% done to find the plugin didn’t support audio at all so music missing in battles and having silence really bothered me. Plus I didn’t have the patience or money to have a brand new plugin made for tactical battle atm.

    The third version of the game turned into a CCG, yugioh styled adventure. But after making a bunch of custom abilities to interact and happen on the cards it just didn’t have enough on it that made it fun.

    Now I’m at a point where I have little to no narriative and mostly going to be focusing on mechanics to make the game play.....I’m also in serious consideration of making it a platformer but unsure yet.
     
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  13. somenick

    somenick Veteran Veteran

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    Welcome to the club! :)

    I am developing Galactic 123. This game has been cut and scrapped about five times in three years. Now things are finally looking up, so, 6th attempt might finally be the charm.

    Im fairly comfortable with the RMMV engine overall. The problem was more of a plannng issue. Or about "the game not knowing what it wants to be, yet". Now I think it does, and so do I.
     
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  14. Thefirelion

    Thefirelion Veteran Veteran

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    For my game: A Full-body character art RTP style for the main characters, I do not have draftsman skills and I can not pay a commission for some artist. :kaoeh:
     
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  15. MessiahComplex

    MessiahComplex Villager Member

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    I’ve cut quite a lot in the interest of actually finishing something for once, but I’d say the biggest cut is the entire crafting/augmentation system, as well as an armor slot. Considering that my goal is to make a more condensed, story-driven RPG that avoids feature creep and bloat (AKA the death knells of all my previous projects) I decided that these things were basically extraneous and I could cut them out without losing much, despite the fact that I really like crafting systems and think they’re one of the more fun things to program. The armor slot I cut was the helmet because I figured it would be easier to just condense all the armor rating to just body and shield, although this might be more of a laziness thing than anything else lol.
     
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  16. Eurgh

    Eurgh Lord of the Reapers Veteran

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    Visual armour.

    The script has 0 support and it was endlessly conflicting with random things up to the point where i'd fix one problem then another 2 would pop up. I ultimately ditched it and made a character select screen instead with various different looking characters both male and female which slightly change the start of the game. Such as if you're black, your mother is black, if you're an elf, your mother is an elf. Nothing spectacular, just a tiny detail I felt improved the overall quality of the game.

    Edit: I wanted to use the script so much that I put in a lore explained reason why the bugs happened. But I just had to cut my losses.
     
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