What is a good way to start developing a game on RMMV?

SouthBurnouts

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I just bought the program today and I have ambitions to make a game on RPG Maker MV. Possibly a large one. I am learning on here, so for now I am just trying to get used to how the program works. I want to make a game sometime in the future that is unique and very story-driven. I love to write stories but I do not have any artistic skills what so ever on art, sprites, etc.


I plan on starting a project but I would need some help from other people for specific things. I feel like I should just start on my own with this by creating the basis of the game such as the map, story and other gameplay mechanics. I think when I am close to finishing I want to redo every texture, sprites and other art related things that I am not that good at redoing and ask other members on this website to help me with that. Is this a good path to take when developing your first game? 


I'm not asking for help, I am asking for opinions on how you guys would usually develop a RPG Maker game with or without help from the community. I really appreciate the opinions and advice on how to start.
 

bgillisp

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What you suggest is really close to what I did. I jumped in and used placeholder faces and sprites for about 4 months, then when I thought I had enough content that I would finish this game, I hired someone to make the sprites and faces for me.


However, do know that in the end what I made in those 4 months was pretty bad, and about 7 - 8 months in I had to completely start it over, using what I learned. That's why we suggest making a baby project (1 - 2 hours tops, default stuff) to learn the engine, then try the bigger project.
 

Andar

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The most important thing is to accept that you will never finish your first project - because you need that project to learn how to use the engine before you have even the slightest chance of completing a game - exactly like bgillisp said about starting over after 7-8 months.


So make that first project your learning project, and reserve your dream ideas for the second or third project instead of wasting them in a game that will never see the light.


Additionally, you might want to follow the link to the starting point in my signature, that will link you to the more important tutorials on how to use the engine and get you through that learning phase as fast as possible.
 

Celianna

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No matter how many times we say to people to start out small, no one's gonna follow that advice haha. They'll find out the hard way!


By the way, I'm still working on my first project, it went through 3 revisions from scratch.
 

bgillisp

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@Celianna: I wonder if that is because people are more motivated to work on their big project than a little project? I personally think that might be why I decided to jump right into mine, but I did it planning it in such a way that I was going to scrap it and start over at some point. I think it can work, if you go in planning to start over somewhere around the 6 month - 1 year point with what you learned.


Though, if it helps the OP, here is how long each version of my project lasted.


Version 1: June 6th - 10th, 2014.


Version 2: June 10th - Sometime in August 2014.


Version 3: August 2014 - November 2014


Version 4: November 2014 - January 2015.


Version 5: February 2015 - September 2015.


Version 6: September 2015 - current. Version 6 is very similar to Version 5 though in the first chapter, the biggest change here was to Chapters 2 - 3.


As  you can see, the first attempt made it a whole 4 days, and was scrapped somewhere on day 5. The next 3 made it 3 months on average, and Version 3 was the first public demo (excluding the IGMC version, which was released in the middle of Version 2 of my game due to when the IGMC ended).
 
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Celianna

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@bgillisp pretty much, yes. People find RPG Maker not because "oh this looks interesting" but because "I have an idea for a game, and I found this software that can help me realize it! I'm going to do this!!" so they work on their first project, because it's what they want to do. There's nothing inherently wrong with it, for 99% of the people, it's just a hobby, and it's actually pretty fun working on your project the first few weeks, even if you're never going to finish it.


I know we always say to start small, but honestly, just teach yourself the basics, and work on whatever motivates you. Just remember you're likely never going to finish it, and you're likely going to remake it from scratch a couple of times.


(I've been working on my first project since 2009)
 

Caitlin

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Learn the system first, learn to map and then, get practice in art.  I used a previous maker, which I used as a hobby and didn't do any of that.  (o_o') I didn't know how to use switches, my maps were HUGE and too empty and I wasn't focused.  Plus, I used mix matched graphics.  It was horrible.  But I always say that you show your family how much you care by playing their horrible RPG Maker game.  I know you won't listen, but at least, learn the system is the most important thing right now.
 

SouthBurnouts

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Thanks for all the opinions. Right now, I'm learning step by step on how the program works by watching videos on YouTube. I know if you start on a project, it may takes months to years to finish it. And it would take years for me because I am in college right now. I just wanted to make a game as a hobby even if it will turn out horrible. Thanks again for all of the advice and opinions
 

Kes

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In addition to watching videos, I strongly recommend that you work through Andar's excellent compilation of info for new users.  This will save you a huge amount of time and frustration.  In particular you might want to check out the 2 tutorials he links to, one is for switches and variables and the other is for event commands.  Those are absolutely fundamental, and because they are presented as games you interact with/play through, (you can then open up the games to see how things were done if you want) they make it much easier to learn from.
 

Sharm

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Another reason to start small; you get faster every game.  If you leave your huge project for later you can actually get it done faster.  I started with pixel art because I wanted to make tilesets like Pixel Myth, but I didn't start there.  I spent years messing around with pretty much every other kind of pixel art out there, having fun, building skills, until I felt like I had what skills I needed to give it a try.  I still ended up having a ton to learn, but I didn't have to start over.  I've been able to use everything I made for that set after fixing it up.  I realize my method isn't for everyone, but I'm glad I did it that way.


Sadly, I've tried to start small with the games I'd like to make, but they always get big and complex while still in the planning stage.  The only way I get anything done is by simplifying constantly.
 

TheGamedawg

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Alright, I'm going to tell you that your first project should be really short, possibly only a couple hours long.  What I sometimes do is take a look around in the editor, or possibly on plugin sites.  Yanfly's site could be a great place to start!  Find one mechanic you think is really interesting, and then try to base a short game around that single mechanic.


Also, this is a great video series to watch too if you're new to game development in general.
 

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