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Everything posted by Aslanemperor
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I'm feeling mentally exhausted and it's really keeping me from really working on the game. There's still so much to do, but every time I look at it I don't really know where to start. Hopefully I can get past this and get back to work soon. It shouldn't be taking me this long with nothing to show for it!
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I know how you feel, but unless you really have a pressing deadline you really should take your time and not stress about it. You don't want to burn yourself out do you? I mean it's true some people thrive under pressure, but I think lotsa people push themselves too far and then can't do anything! Just work on it a little bit at a time when you can, start with what you think you can do right then! Slow and steady, that's the way!
Problem is, if you feel mentally exhausted all the time or feel like there is nothing you really can do you can get stuck for a long time. I know I do! I think that's a sign of a bigger problem though. Even so, I manage to still work on my game from time to time and I have come pretty far! Maybe it's the sunk cost fallacy but I don't think I am ready to give up quite yet, and I don't think you should either!
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This is the most difficult part of making a game as an indie RM dev.
WHAT DO I DO? I know what I want to do, need to do, but I don't know what order to begin in. The story is in my head, I kinda know what the setting is like, and a few characters are designed in concept. But what do you actually do first? And why?
Most of us pick away at stuff, setting up placeholders for characters with the graphics we want for them. Placeholders for weapons and armor for them. Some of us might even set up PHs for the style of support items we want. RM has this innate ability to woo us with the assignment of graphical assets. There's a comfort in knowing you got the graphics you wanted, and they are in place. But it's so hard to solidify a game when you can't wait to tackle each and every aspect of it's design, because you're going to do it all yourself.
- Story - Figure out the framework of your plot and story, and along with that, a bit about the style of the game.
- Setting - You should have some of what you need to design a world setting now, hashing out more of the game mechanics and style as you work on this. Head to Inkarnate before the beta access expires and use one of the map styles to draft a concept. Cannot stress enough how this isn't your game map, it's an editable concept sketch of the world to help you along this agonizing process. You will use this to inform you in-game world, which will need some shaping around your plots and their paths.
- Characters - Through coming up with a plot and setting, you should have a good idea who your characters are. The pot should inform your lead(s), and the world inspire some of your supporting followers (should they even exist, you know?).
- Scripts - Once you have your concept and playable characters, you should know what you need in terms of scripts. Gather your essentials and prep the settings on those which you can with what you have.
- Graphic Assets - Now gather the essential graphics you'll need for all of this.
- Draft Skills On Paper - by on paper, anything but the editor. Don't make100-200 placeholder skills or items, then kill yourself filling them in later (THIS IS HOW MISTAKES HAPPEN).
- Animations -
- Skills -
- Weapons -
- Armor -
- Items -
- Classes -
- Complete Actors -
- Re-Prep scripts -
I'm tired now. By this stage we should all have it together and be ready to go.
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Trying something new. I'm wondering if people would be willing to help essentially crowd fund pixel art resources for the game. I've offered up $50 towards the cause and encourage others to check it out as well in the forums.
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WOOT!!! Found a great artist for my next planned game and the rates are very reasonable! I'm really hopeful that the work is what I'm looking for, and what I see so far is good!
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Finally starting to play with Scripts. I'm going to stick with Yanfly scripts for now since they're designed to work together and thus will cause less bugs. I wasn't really planning on doing scripts so soon, but need them in order to make my attacks do what I want. I'm still going to try to limit just how many I use, particularly since this is going to be a lengthy learning experience before I'm proficient in using them for what I want.
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Kayzee mentioned Gaia Online and it prompted me to check out my old profiles! I was once VERY active on the site, but it's been almost 10 years since I last posted there. Honestly, it reminded me of some friends who I'd made on the site who I haven't been in touch with for years. Wonder if I should look some people up?
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Working title, "Jack's Revenge" is slowly starting to come together. I've still got a ton of work to do, but I'm slowly starting to flesh out what I want from the story besides "bad guy kidnaps family, good guy chases them." It's really important to me that the game feel a bit like a spaghetti western. I've got some nice ideas for how to do that through combat as much as through aesthetics!
It's not quite complete enough for me to feel comfortable enough to put it up on the "games in progress" forum, but it'll probably be that far along by the end of this week. I foresee the project taking me 3-6 months.
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@Rikifive What you've described is what using RM is for 90% of people. Were it not for the task of making a good, modern game solo being essentially a herculean task fit for Toby Fox alone (who STILL had his share of help despite the legend), most people who use RM would have a catalog of games in their portfolio by now. From golden era games with simple mechanics to a robust RPG or two.
It's just not that simple. You have to be possessed with an other-worldly willpower and have the conviction to back it up every single day. Few can do that without at least one other human being to assist in some capacity.
I'm done with RM more or less because the culture is wall to wall aspiring solo artist, or wanting a to be paid to do a small body of work as 3rd party, simply jocking for another credit in a game that may or may not ever be released.
I have no choice but to look to things like Unity to make a profitable game that isn't defined by the limitations of its design engine.
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Just got the first test sketch for my cowboy main character, and it looks GOOD! For $35, this is going to be a steal, and $15 under budget! I hope the artist stays active because if this keeps up I'll be going with them exclusively when I can!




