I’m one of the many who found RPG Maker while having a “dream game” in mind, and I struggled for a while with the common advice to start with other, smaller projects first. I’m not aiming to make a career out of game development, and I just had one specific thing I wanted to make before calling it quits. Trying to find the same passion and motivation to work on anything other than my big idea was a struggle, even though I knew it was the smarter path.
I eventually found a good compromise: I decided to start making smaller projects set in the same world as my main project, and use them as vehicles to flesh out my main game’s lore and characters. So I could create a short game about a single trial a great hero overcame in the past, or a lighthearted adventure starring some of the side characters from my main project.
This way, I’m able to create as many low-pressure practice projects as I need while still indirectly making progress on my passion project. I can test systems I plan to use later on, such as various exploration and combat mechanics, polish my balancing skills, and develop a richer game world that will come back to benefit me when I finally do feel ready to take on “the big one.”
Probably my most costly mistake thus far has been failing to properly account for the limits of enemy AI (even with AI plugins) when designing my combat. I lost two months of development on an idea trying to design a dynamic row-switching combat system. It worked beautifully for players, but the AI struggled to follow its rules properly. My mistake was that I was basically trying to twist Yanfly’s Row System plugin into something it was never really built to be. After spending many hours of development time trying to fix all the bugs, I only had two half-working enemies to show for it, and I realized that as a solo dev, I just didn’t have the capacity to take on the amount of bug testing and fixing that the system would ultimately require. So that was a pretty tough lesson, but I still learned a lot while designing that system, and I hope it will make my future combat design that much better/easier.