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Hi! I Wanna Start Working On RPG Maker Games (I Have Had VX Ace For A While), I Just Have No Idea Where

Hi! I wanna start working on RPG Maker games (I have had VX Ace for a while), I just have no idea where to get started. Bigger projects seem real scary, as I am afraid of working so much on something and it turning out not so great.... Can you give me some advice?

Hiya! I look forward to your game! :D

First, do what you wanna do. Make the story you want to make.

In terms of planning or making a game, here are some things that may help:

What is your genre?Narrowing things down via genre can help because it lets you know what kind of atmosphere/setting/story you want to make.

How important is the story?Is there a story you want to tell? Is it the biggest element to your game? If so, you should make the story first. Having a simple plot down can help a lot as plot is a basic foundation for a game. (Your gameplay, genre, etc. can tie into the story a lot.)

If the story isn’t that important, but gameplay is, maybe focus on what kind of gameplay you want to make. Not all games need a story (some gameplay-heavy games either have no story or a simple one as the focus is moreso on the gameplay). 

What is your goal?As a creator, what is your goal? Do you want to tell a fantastic story? One that makes players cry? Or do you want to make a fun game? Practice new mechanics? Make people like the MC? What? Your goal is very important, as it is the reason why you want to make a game. Once you know what you want, the more you know yourself, and the more you can make the game that accomplishes your vision. It will become easier, once you understand what you want.

What is the story?What do you want to say? What kind of story is it? What do you want to accomplish with your story?

How does it end?If you know the ending, it’ll help a lot with the story process as that is the “end game”, and where you’re trying to go. And then you can come up with the beginning, and the middle is just what ties the beginning to the end. 

If you come up with the beginning and or middle first, that’s fine too! Just try to come up with an ending sometime as it helps you move towards a goal/path (how to end the story).

Who is your Main Character?Know them. Their wants, their desires, their background, etc. Having a design is good and all, but the most important thing is who they are + why they are as they are (the meat). Build all the details! Even if it won’t be explained or stated fully in the game (their family, how they grew up, etc.), you should know this. The more you know your character, the more “alive” they are, and the more ways you know how to write them! And besides, the more “alive” they are, the more “interesting” they can be. If the players aren’t invested in your MC, why should they care what happens to them?What does your Main Character want?What is their goal? What are they trying to achieve? If you know what your MC wants, it helps a lot with the plot! Create ways to keep MC from getting what they want right away. Basically, a plot can be boiled down to, “MC wants a thing. They either get it or don’t at the end” and the middle is, “How can I keep MC from getting this thing?”.  (Legit.)

Things to Keep in Mind as you Make the Game:

Remember that it’s a game.This is important, and some people forget. Sometimes, we pick out a story and try to make it a game, but in actuality, it might work better as a comic, visual novel, etc.. Think of how you want to tell the story. This is key, and affects if your story can work as a game or not. If the story is great, but you’re having trouble making the gameplay interesting or fun or even thinking of gameplay elements, you might have to re-work your story or choose another medium. Remember, a game is a game, that’s why it’s a game (and not a book, movie, comic, etc.). (However, if you just want to tell a story made in a game medium, that’s fine too! There’s plenty of visual stories made in rpg maker programs.) 

Scale.Remember your scale, your size, how big you want the game to be. A lot of times, a lot of our passion projects become huge! And we decide, later on, that we’re not “skilled” enough yet to make it, and put it aside. That’s okay! Save the ideas! Come back to it later when you’re ready! But in the meantime… We gotta take the leap. The first few steps! Gotta make it!Starting out with something small is fine! And smart! Because it’s more “manageable” and seems “doable” in our eyes. However, starting off with a big project is fine too! What’s most important is to keep going!

If you have a tendency to make projects big all the time, and to add a lot of “fluff” to it, remember to be grounded. Remind yourself, “No. It’s supposed to be a small game. 30 minutes to 2 hours. I have to keep it that way,” in order to try to dissuade yourself from adding more.

(There was a post I made a while ago in tips on how to make a rpg maker game, but I can’t seem to find it right now o)-

(Also sorry if it’s a bit rushed in replying!)

“I am afraid of working so much on something and it turning out not so great….“

Are you more worried about the “quality” not being good, in your eyes, or what others may think? Are you worried that others may find the game “not good” and worry what may happen if they do?

If in the first case, don’t worry! You gotta start somewhere, and even if it’s not the “best”, it’s still something! You can get it done, and fix it later! The art not to your liking? Make it better! Etc. etc. 

If you’re already doing your best, then you’re doing your best! Don’t compare your work to others’ bc you’re not them, you’re you, and your best is more than enough.

Push through, and if you want to change things, you can always come back and fix it! (It’s best to get something done and fix it than to have nothing at all!)

If in the case of the latter, I understand. I think that’s a fear and insecurity many of us share. We pour our heart + soul into our work, become happy with our work, and maybe even proud, then release it into the wild only for it to get shot down by arrows.

I think we all get pierced. But what’s most important is how you deal with it. We will all get criticism if we put something “out there”. And we’ll all get some insults too. However, there will be love too. People who like your work. People who enjoyed your work. Both sides exist! You gotta remember the good.

In terms of criticism, listen. If they have a good point, take it, and change and edit and fix your work for the better next time. However, you don’t have to listen to the insults. The comments that insult your worth, your person, your abilities. Those aren’t criticism. Those are attacks on your being. I know it’s hard, but don’t dwell or obsess over these. It only hurts you ‘ A ‘)/.

Focus on the good + the helpful criticism. Don’t go looking for the bad if you’re affected easily. It’s okay. Those comments aren’t helpful anyway. Surround yourself with people who want to help you ‘ A ‘)/. Those who can give you honest feedback that helps in improving your work and your well-being! Those that uplift you. (I’m not saying banish every negative feedback or such. They can have helpful feedback + help you improve. I’m just saying know how to differentiate criticism from insults, and to accept criticism but not insults. You don’t have to take any insults!) 

Don’t be afraid! I know it can be nerve-wrecking, but you’re making something cool! Something you’re passionate about! Something you care about! There will be people who want to see it. I do. So do it for you! And for those who want to see it! 

Ultimately, this project is yours and for you. Do what makes you happy. You’re doing something new, making a game, and that’s awesome! Even if the game doesn’t turn out the way you wanted, you learned stuff + gained experience, and can make something cooler next time!

I hope this was helpful! 

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 It’s been a while since I played Uri’s games too. But they are one of my favorites so I will happily get into the discussion.

(Although I can’t take sides in Paranoic since I didn’t play it)           

The Sandman

 The familiarity of claiming to have a disability masks the situation that can be measured in classes and types and mainly seriousness. Sophie herself wasn’t making a big deal of the problem, this for someone with the ideology of not wanting to bother her father because he had been ill from stress when she was younger.

 But you have a point, Sophie doesn’t realistically express herself in the situation she is involved with, mentally and physically speaking, but probably for the whole situation to have occurred when she was in a fantasy reality. A poetic license, so to speak.

 I remember Lullaby saying there were other cases of those who couldn’t sleep with the first sleep powder, and that’s why he was there to start with.

 Even with the impression of being the whole key of the game, Sophie didn’t make progress because she had insomnia, but because she made her Lullaby give her the dream of having a chance to stop the Sandman.

 The development of the character went beyond the strategy of using the problem as an element to be broken or won. But to grow on top of it. And in that reasoning, I believe it was done well.

 Bonus for the character with the greatest inability to sleep be the sleeping fairy. If it is to point someone with direct influence to the plot and influenced by insomnia, that would be him.

 And that parallel is also quoted in other examples: The Tooth Fairy has rotten teeth.

I’d like to remember that dialogue. It was better explained there.

The only symptom monsterification in the quadrilogy is one that I will not get into much since you didnt play the game. But The Crooked Man has an allegory.

 I understand what you meant by the placement of the creation order.

 But elements has been emphasized to a point of relevant time of play next to what is already arranged for the information of the main story.

 Besides, I found it interesting that you commented on TBM and THM antagonists when my appointment was (not directly but intentionally) related to the protagonists.

 It’s true that the characters are easily related to their consequences, like Ed and somehow Brendan. There is indeed a lot of psychological game for them.

 But the way Keith holds onto his police posture.. I can detail how good his interaction with Lance (ex-journalist / photographer) was in when he emphasizes how “not humanly” he is responding to what is happening. 

 That along the lapses of listening to a ringing phone, which is why Keith doesnt always answer.

 I dont see this as an increment for the plot, but struggles that the characters are going through even before the events of the titles. It is a sensitive subject, a glimpse of their lives at a certain moment that is shown to us. It is observed that things didnt go bad only when the clear threat arrived.

 Something that sounded a terrible sense of priority was when Keith changed his perspective by continuing to remember the divorce petition in a life-and-death situation. But in a second view, it was human. Something that he was not acting like, and that ended up contrasting.

 About Will, it was to him that I referred to the potentially symptoms of schizophrenia, by his history of interaction with figures that I can say either were not there or were laid on non-rational creature. And how it affected him, mostly.

 Something that also has a past, intertwined with David’s (The Crooked Man) that again I will not delve into it for the sake of being fair.

 I can say that of the four games, THM was one of the less mature in relation to this as a component. But the kid is 14 and we are guided by him.

 When dealing with the genre of these stories, this goes, as you said, in an interest and /or handling principle. It’s a serie and they’re related.

 What I most admire on the platform of RPG Maker is the possibility to any initiative. And Uri had one when she made The Strange Men Serie, and I’m suspected to defend since I’m not impartial.

 I liked how it came to be and I respect your opinion. The game has the right to criticism. This helps developers get an improvement framework.

  Also, a new game is being made. Pedestal 

 ( http://rpgmaker.wikia.com/wiki/Pedestal ) 

 And I’m looking forward to see how this experience will influence, perhaps minimally, the other creation.

image

In relation to this post: (-Link-)

I’m not that familiar with the games. (So if I get some details wrong, please correct me!)

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