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Luks_18

Which steps can I do in order to efficiently finalizing a game

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Hello! I'new to the RPG Maker community, even tho I used RPG Maker for years, I never asked for help in any kind of forum of anything, (So sorry If I post into the wrong category, and I don't speak native english).

My game have to be finished in 3 months for a school project, so I want to ask what's the best way to efficiently finalizing my game.

The game has 3 stages of development like basically any game has I think, which is:

-Maping

-Eventing

-Database

So whats the efficient way to develop my game? should I focus in finalizing all the database, then maping and then eventing? Or doing everything as the game need's It? Maping everything, eventing and then contructs the database? What steps should I do to finalizing the game?

I would really apreciated who helps me.

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Well, if you are a corporation, the answer is apparently "work everyone to death with unreasonable crunch hours until the either the game is finished or all your workers have mental breakdowns, even though it's proven that crunch is not productive". :P

 

For everyone else? Really hate to fall back on this overused phase, but it depends on the game. Really it does. It also depends a lot on you. Personally I think it doesn't matter much as long as you are working on something. Just pick something that isn't done yet and do your best to finish it. If you have to revise it later because your plans changed somewhere, well that's just a thing you will have to deal with. Although working on what you think are the most important areas/features of the game first might help, you can't really predict when your plans might change. There really is no 'right' way to do any creative process I think, you just gotta get in there and do it and see what works.

 

Though I will say this: If you ask me, eventing isn't it's own step at all. It seems to me like it's best to design maps and events around one another. A map is simply not complete without it's events, and most events don't really exist without a map to be in. The exceptions are common events or battle events which are part of the database. Really RPGMaker games are best divided into maps and the database I think. And honestly I don't think mapping and database editing are different stages of development either, just different sides of the same coin so to speak. Also there is the whole thing with scripting/plugins, but lets just ignore that for now. :3

Edited by Kayzee

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I suggest writing your game's idea and the progress in the game story. This strategy gives directions to you about the flow of your game. I normally create maps and events in order of the game's progress, but there are exceptions when I really want to make a cool dungeon.

 

The best step to take is testing your game when you think it is finished. You want to remove any bugs and typos in your game. Make sure all events work as they should. Also ask a friend to test the game for anything that you may have missed.

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@Luks_18

 

When I used older RMs, I used to pick at everything, not really sure of exactly what I was doing or needed, more or less creating nuggets of unorganized ideas here and there. From actors, to items, to magics, animations, events, maps, plots ideas - everything. I didn't get anywhere because I had no structure to my approach, and when I really wanted to dig into part of the game, it was too murky because other, related areas weren't done yet. If you pick at things randomly and as you feel inclined to, it will take you years to finish a game.

 

With Ace I created a plan to make my time better spent, and the process of making a game that much easier. Although it is untested, I believe it makes logical sense in the interest of time if you're working alone.

 

1. Concept

 

  • First come up with the concepts for your game world, and the story that you want to tell. Keep the story concept basic and over-arching for now, as the characters will each have a story arch of their own within it, so leave a bit of wiggle room.
  • Then based on your story and game world, create your characters.
  • Now work on the concept of game play. The exact features you want from battle systems, menu set-ups, mini-games, etc.

2. Resources

 

  • Based on the above, you can scout for some resources for your game within the Rm community. 
  • Take some time to look for scripts you can use to create the desired game play dimensions you've already drafted up.
  • Look for some graphics you know you can use such as tile sets, sprites, face sets, icon sheets, music and more.

 

3. Character Development

 

  • Flesh out your characters before you begin your plot outline to make sure you're comfortable with the cast dynamic in terms of both plot and battle party.

 

4. Plot Outline

 

  • Write an outline of the plot and work on it until you're satisfied you have a good story and you know where it is going to end.
  • Keep your game world in mind here, it's important. This is a good time to start the first draft of your world map (even if you don't use 1 for the game, do a sloppy one for continuity, delete it before finalizing.)
  • Shape your game world to flow with the finalized plot line.

 

--- FORK ---

At this point either start drafting your character data (actor, class, equip, animations/abilities) based on the work you've done, or begin the script.

 

5. Script

  • Write out the game story.I don't know how it works really, but I am going to do a main plot script, and a random/side NPC script.
  • Have a few people (ideally) read it over for errors and opinions.
  • Edit and finalize (to begin developing the game, with room to edit on the move) the script.

 

6. Database

 

  • Set up any scripts you need to for the database stuff.
  • Set up your terms to personalize your game.
  • Tend to the system tab if you need to.
  • Tend to your Actors and their Classes
  • Finalize your Weapon/Armor/Magic terms after working on classes and characters more.
  • Make your Weapons and Armors based on the actor/class work you've done.
  • Set up your Status Effects.
  • Do your Animations and Magics.
  • Double back to Weapons and Armor to appoint required magic/animations.
  • Double back to Actors/Classes and appoint gear/abilities.
  • Set up your Items
  • Set up your Enemies, then Troops.

Tiles can be done as you progress through the mapping process.

 

7. Balancing

 

  • Balance your actors, classes, gear, magic, items, formulas and enemies.
  • This will require a portion of testing.

 

8. Mapping

 

  • Set up any scripts you need for Mapping and tile stuff.
  • Set up your tiles.
  • Map out your game. If you're like me, you'll event as you go. Do a block of the game, test it personally, then move on. This way when you're done, you'd don't have a mountain of game to go through. And you send out the best product possible to have tested.
  • Make sure any map note tags are good.

 

9. Eventing

 

  • Set up any scripts you need for events, mini games, and anything else at this point.
  • Event your game.
  • Set up any common events you haven't already.
  • Double back to items and gear to set up any required common events. 
  • Double back to actors items and gear to make sure all your note tags are good.

 

10. Testing

 

  • Test your game.
  • Have your game tested for you.

 

11. Credits

 

  • Make sure all of your credits are organized and proper for release.

 


You're done.

 

 

Of course this is a generalized format. Each game may present different processes and steps necessary to development.

 

 

Edited by That One NPC

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