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 was a specific topic. I must have gone in some flow and you in another. It was was my fault for not being clear enough, my apologies.
And thank you for taking the time to rethink the game critically and give you a worked-out answer. I’m happy to be able to discuss relevant reviews of topics of common interest, such as RPG Maker games.
Speaking of Uri, I don’t believe that everyone necessarily has a pattern of disorders, but it is inevitable to suspect an inclined tendency to these problems that border the worsening.
Being one of the first games I played, I wasn’t so restricted with the permanence of a genre. It was something new, a little silly sometimes, but with a message.
(Sorry for the physiological typo) Something that has confused you even more. I didn’t want to run away from the topic.
I come to agree with your remarks about William, in fact, of all the characters who were surrounded by something strange I was more frightened by his companions. Even the mouse.
And the fact that he had this since he was little, which would be years, is something to worry about. Having a logical sequence of references to traces of his personality as lack of confidence, anger, loneliness and fear.
It also reminds me of a gate that he thought was locked, but when accompanied by Sophie, the two of them could open.
Being a defense mechanism, I believe he can’t differentiate from reality and the surreal, however obvious it may be, for a few times.
In dealing with the serious tone, THM was the final game of the series, and being Will a new character, he wouldn’t appear in another one, that made the end, the end of Will.
This influences the idea of the doubt of his near future.
Even David being present in every game, it is seen that he has improved, Sophie, too, Keith, in his own way, I believe so. And Will?
This feeling leads me to think that maybe The Boogie Man could be the last, having a meeting of all the characters to a human and caricature enemy. But I’m not against how it was to be.
And about Mermaid Swamp, I’m not done with it yet, but sure enough it’s Uri’s concentrated terror / mystery, so far.

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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