- Joined
- Apr 8, 2012
- Messages
- 143
- Reaction score
- 245
- First Language
- English (UK)
- Primarily Uses
- RMMV
I recognise there have been a lot of replies already. Reading through them, I think there are a couple of things missing.
I've been using various forms of RPG Maker since a disc with RPG Maker 2003 made its way around my high school when I was about 13 (16 years ago?! Can that be right? I feel super old now!). This was when it was an illegal fan translation or nothing at all (I purchased the legal options on Steam the moment they became available).
I spent three years at art school obtaining a BA (Hons) Games Art & Design degree. This covered actual art, sure, but also project management, collaborating with programmers and leads, as well as contextual and business studies.
My day job now is as an Instructional Designer. Essentially, I make short training games on topics like GDPR for bankers. Lots of short six to twelve week projects in a development tool that's startlingly similar to RPG Maker. I've been doing that for around 4 or 5 years now.
Here's what I've learned:
- have a mission statement / problem statement. It provides a clear objective, it also means you can be strict in saying "Does this achieve our goal?" If the answer's no, it should probably be cut.
- do your research. What's your demographic? Define your audience. Talk to them, find out what their wants and needs are. Ask them about previous experiences, good and bad. Talk to the unconverted, find out what puts them off. Look at existing materials with a critical eye, try to deconstruct them, figure out why they made the creative decisions they did and whether you think they made the right calls.
- declare what a minimum viable product is. The classic comparison is to say we commonly build a car by making the wheels, then the chassis, then the doors. It's a waterfall approach. What it doesn't do is highlight potential issues or give you something you can actually use while development is on-going. Instead, try a sprint approach where the aim is make a mode of transportation, start with a skateboard, that becomes a kick along scooter, that becomes a motorcycle, that then becomes a car. It's about iterating in shorter cycles to learn and make changes as you go.
- prototype and fail faster. We start with a grey box solution. It's grey boxes galore, we just want something running as quickly as possible. Is it fun? Is it intuitive? Does it meet the mission statement? No? Well, at least you didn't waste ages on custom graphics and that for something that's not workable.
- scope your project. What's required and when? How long do you have? What's achievable in that time? What are the key deliverables and when are they due? Timetable it, schedule it, stick to it.
- testing and review. So there's a difference between user testing and usability testing. User testing is "What do you think?" You're engaging with the tester. Usability testing, you're looking at whether the thing works and whether it's intuitive by sitting back, not engaging, and simply observing the user. Did they find that button? Did they figure out that weakness? Are they using optimal strategies? Watch a Twitch streamer or YouTube let's player run the current build of your game, you'll learn so much! It can be excruciating because you'll think "It's right there! Isn't it obvious?" No. It's obvious to you, you made it.
In terms of RPG Maker MV specifically, I make a few choices that are a little more personal:
- use 16x16 or 24x24 sprites that are 3x or 2x Nearest Neighbour scaled to MV's 48x48 tile grid. If the game does well enough, I can always get extra hands on deck to redraw in lovely HD later but going for 48x48 out of the gate means I'll never get anything done.
- Yanfly's plug ins are my favourite thing ever but I have to be very selective. I know what my game aims to do and I pick and choose only the things that will help achieve that goal. (Galv's got some awesome stuff too!) Put it this way, if you grab one of everything at an all you can eat buffet, you'll just confuse your taste buds and make yourself hurl.
- be ready to ask for help. There's an awesome community of people here that are more than happy to help each other. Use it!
- accept you're not a Jack of All Trades. Chances are, you're going to need to buy that music pack, or commission that plug in, or hire a mapper. One person doing everything ends up okay at best. Three experts focusing on the element they're good at gives a much stronger whole. I guess I'm saying a game's only as good as its weakest element.
I hope that's somewhat helpful. If you've got any questions, feel free to ask. I do this kind of work for a living and I could talk to you for days about the process, theory, and application and still barely scratch the surface.
I've been using various forms of RPG Maker since a disc with RPG Maker 2003 made its way around my high school when I was about 13 (16 years ago?! Can that be right? I feel super old now!). This was when it was an illegal fan translation or nothing at all (I purchased the legal options on Steam the moment they became available).
I spent three years at art school obtaining a BA (Hons) Games Art & Design degree. This covered actual art, sure, but also project management, collaborating with programmers and leads, as well as contextual and business studies.
My day job now is as an Instructional Designer. Essentially, I make short training games on topics like GDPR for bankers. Lots of short six to twelve week projects in a development tool that's startlingly similar to RPG Maker. I've been doing that for around 4 or 5 years now.
Here's what I've learned:
- have a mission statement / problem statement. It provides a clear objective, it also means you can be strict in saying "Does this achieve our goal?" If the answer's no, it should probably be cut.
- do your research. What's your demographic? Define your audience. Talk to them, find out what their wants and needs are. Ask them about previous experiences, good and bad. Talk to the unconverted, find out what puts them off. Look at existing materials with a critical eye, try to deconstruct them, figure out why they made the creative decisions they did and whether you think they made the right calls.
- declare what a minimum viable product is. The classic comparison is to say we commonly build a car by making the wheels, then the chassis, then the doors. It's a waterfall approach. What it doesn't do is highlight potential issues or give you something you can actually use while development is on-going. Instead, try a sprint approach where the aim is make a mode of transportation, start with a skateboard, that becomes a kick along scooter, that becomes a motorcycle, that then becomes a car. It's about iterating in shorter cycles to learn and make changes as you go.
- prototype and fail faster. We start with a grey box solution. It's grey boxes galore, we just want something running as quickly as possible. Is it fun? Is it intuitive? Does it meet the mission statement? No? Well, at least you didn't waste ages on custom graphics and that for something that's not workable.
- scope your project. What's required and when? How long do you have? What's achievable in that time? What are the key deliverables and when are they due? Timetable it, schedule it, stick to it.
- testing and review. So there's a difference between user testing and usability testing. User testing is "What do you think?" You're engaging with the tester. Usability testing, you're looking at whether the thing works and whether it's intuitive by sitting back, not engaging, and simply observing the user. Did they find that button? Did they figure out that weakness? Are they using optimal strategies? Watch a Twitch streamer or YouTube let's player run the current build of your game, you'll learn so much! It can be excruciating because you'll think "It's right there! Isn't it obvious?" No. It's obvious to you, you made it.
In terms of RPG Maker MV specifically, I make a few choices that are a little more personal:
- use 16x16 or 24x24 sprites that are 3x or 2x Nearest Neighbour scaled to MV's 48x48 tile grid. If the game does well enough, I can always get extra hands on deck to redraw in lovely HD later but going for 48x48 out of the gate means I'll never get anything done.
- Yanfly's plug ins are my favourite thing ever but I have to be very selective. I know what my game aims to do and I pick and choose only the things that will help achieve that goal. (Galv's got some awesome stuff too!) Put it this way, if you grab one of everything at an all you can eat buffet, you'll just confuse your taste buds and make yourself hurl.
- be ready to ask for help. There's an awesome community of people here that are more than happy to help each other. Use it!
- accept you're not a Jack of All Trades. Chances are, you're going to need to buy that music pack, or commission that plug in, or hire a mapper. One person doing everything ends up okay at best. Three experts focusing on the element they're good at gives a much stronger whole. I guess I'm saying a game's only as good as its weakest element.
I hope that's somewhat helpful. If you've got any questions, feel free to ask. I do this kind of work for a living and I could talk to you for days about the process, theory, and application and still barely scratch the surface.