Oh boy...some of these dev blogs are super fancy..."take every idea from every RPG that has ever existed and cram it into one game"
Personal StatementI'm pretty new to the dev scene. I've toyed around with every mainstream engine SDK kits and already thought about going somewhere with it. Maybe it was my lack of know how or learning how to get things to work in a specific manner, but over the years of tinkering, I always wondered where I should start.
So, here I am, starting something that a few years ago I thought was hilarious and never would do because of the engine. Most people look at this engine particularly with a downward stare due to it's entry level appeal(I assume).
After playing several RPG Maker games, I wondered if the tools were really that hard to use, as I felt a lot was lacking from these games. After toying around with it, and with the latest iteration using Java as the scripting language instead of Ruby, I thought maybe this would be worth a shot.
But here comes my biggest hurdle; I'm not an artist. I guess in the traditional sense, anyways. I'm a lovely photographer, I like to think, and I know my way around photoshop pretty well. But creating something out of thin air and plopping it down? I've always had issues doing that. I'm a perfectionist. I have a hard time taking criticism and molding it into something I can use and just give up because I don't think I'm good enough at that activity.
Here's me saying "fuck it."
At this point, I have a pretty ambitious idea. I see a lack of creative programming in the engine, and it allows for some pretty intricate stuff right out of the gate if you know where to look, though I see a lot of games (I'll avoid the term "cash grab" as I wonder how some of them make it on Steam or other digital sale platforms) that lack any utilization beyond the base game and NES era of innovation, if you're lucky.
Not to say I haven't played some fantastic games. They're there, but at least for me there was a reputation about using this software as a creative platform that I wanted to avoid. I see a lot of the other things on here and think "oh, I'll do that." I've tried, and failed.
I had a nifty idea that I drafted up and tried to work into UE4 that was a first person rouge-like, except it took place entirely underground in a mostly randomly generated vault. Think the fallout series vaults, except that was the whole game. Other ideas included having a base building mechanic, even breeding as each time your explorer died, it fast forwarded a couple decades and you saw what was happening genetically to your fellow underground humans.
Anyways, I went a little off track there, but my point remains that I feel like I'm an idea guy. I'm pretty sure that's been uttered far too often though, so it's going to have to come by example.
At my currently level experience [hobbyist to none] and lack of an art ability, I'm at the point where I want to create something, and see where it takes me. I feel if it shows enough promise, the engine allows for easily changed art assets with minimal rework. Even if it doesn't, there are a lot of ways to make it unique without having to be an artist that a lot of others I've toyed around with that are for sale never seem to think of.
Am I rambling? I didn't think this would be this long, but I suppose I can get to my goal list here with a checklist, and use this as a nice place to catalogue my process.
Shall we?
gogogogo WHY ISN'T WORKING HELP
Planned Features- Fully fleshed multi-path story featuring realistic reactions and human development in protagonist.(Make the protagonist who youwant them to be in a believable fantasy world. oh my goodness does that even make sense..."believable fantasy"
- Base/Town building. While not every town you come across just happens to need your help to rebuild, a cave/fort base building system for yourself (depending on choices in game) and/or rebuilding a city (depending on choices in game). This would include other things such as assigning NPC's tasks and farming.
- Calendar system; Don't you hate when everyone is in the same exact place, doing exactly the same thing you saw them doing last time you were somewhere? Yeah, me too.
- Openclass system - Not locked into one classes abilities.
- New Game+ with bonuses or affects based upon previous game that doesn't require to be at the end of the story.
- Unpredictable AI - Instead of patterns, attempt to make AI react more like the would in a regular situation during combat.
- Attachable augments, disassembling old items, item synthesis, multiple currencies, ect,ect. While I could attempt to do this in game naturally, these scripts already exist! And for use freely, as well. I already know that how much of a backbone they act as and would give them a fair share of profits, but they don't know that and I'm not worried about that until the end of the project.
- Multiple party members - Based on choices, you may never meet or fight with.
- Game Seed Generation - Each person that starts a new game will experience altered events, events with different choices, or different chance based outcomes based on a randomly generated seed at the start of your game. While the core story is the driving force, no two play throughs for a single person would be identical.
Table Of ContentsThis will update when there are new dev posts with page links to move you down to them.
Important Links----
The idea of the quote at the top is from the other forum I frequent, and they have randomly generated tag lines. It wasn't the inspiration, but it made me chuckle as I feel like that's what I'm trying to do, and do it better than what I've been seeing released. It's along the lines of "I didn't see what I wanted to play, so I made it."
If you have any questions, comments or criticism or literally anything at all, please do! I'll be around talking to the rest of the community and helping who I can, though, it is often out of my expertise range.
EDITAnother thought I had a few hours after posting this is I plan to use this as a method of experience. Even if it ends up being something that nobody is interested in, it is invaluable experience as I move to another engine or start another journey of whatever it may be in this field. Not to say I'm not going to put everything I can into this, but in the end, I'm not as worried as I used to be about the outcome being good or bad, but the journey.
That's enough hippy stuff for tonight.
o7