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Post by bpdenny on Apr 7, 2004 4:57:36 GMT -5
I'm going to speak about my new release avataRPG: 1) I chose a storydriven type because it's my personal favorite and it was easy to incorporate the Avatar theme into it. The best part was basing the battle and team scheme on one of fave RPGs, Destiny of an Emporer for the NES. It fit so perfectly with my theme of adding a collection of GMC avatars I couldn't say no! 2) Storylines are the easiest part for me! I just sit down and whip up magic, everytime. I have pages and pages filled out for games and movies and stuff and stuff I've thought of and will never complete, but it's fun to just go back through and read it! Whenever I make anything, though, I always fill in the littler details as I go because in the end I work best improv. 3) I chose quest driven because it's easier, more fun for me, and basically comfortable. I didn't have to go too far out of my way on this one. 4) Battles are very important, they are the meat of the fun of the game! So they have to be good! ;D I've gotten complaints that avataRPGs battles take too long at the start of the game, and it seemed to ruin the fun for a couple I guess. I chose turn based because I figured they would be much easier, but I could go real time anytime, if I have the time! 5) Whano wait there was no 5 sorry hehehe But I already have an avataRPG 2 in the works, I just haven't ironed out the details, but at this point I'm thinking ShiningForceRPG but with important RTS style gameplay elements with a plotline that greatly changes depending on your choices, kinda like Phantasy Star 3, y'know what I mean? But that's a couple months down the road at least hehe
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Post by scottyboy123 on May 7, 2004 20:14:29 GMT -5
1) I'm making a magicbased RPG because I like coming up the different spells and effects. I plan to have 100 spells eventually and you learn 1 or 2 (I haven't decided yet) for each level you go up.
2) I'm making my story up as I go, it's about a wizard apprentice who was forced to flee from his village.
3) Well, my game is a sort of a mystery because you have to find out why your village was attacked. Thats going to be the first bit. But then you'll have to go hunt down the person who organised the attack. I don't know why I decided this.
4) Battles are important! They make up a lot of the excitement of the game. I suppose turn based is easier but I'm making a realtime battle system.
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Post by Xenith on May 9, 2004 18:45:44 GMT -5
this is good stuff! there really should be a board for game design. maybe IA should give us a task or competion of attracting more people to sign up i'd do it i've got just the plan. since most here are making rpgs you should know about rm2k right? so why don't we go to the old forums and present to them a demo of an "rm2k game" but it could be really a gm game. since rm2k lacks the graphics of GM and other things that gm has they'll ask how'd you do it. then we tell them Game maker.
Anyways my game will not be released to the public i would like to give it to a few people like IA but i'm not thinking of showing it off just yet. My engine will have a combination of multiplayer , combos , spells and what not. The one thing that will make my game stand-out are the graphics which will hopefully inspire others to start using better graphics instead of the crappy ones or sprite rips ( man are they unoriginal ) .I don't usually boast my skills, well who am i kidding i always do but my sprites will be my own hand drawn art that i will scan and pixelize.
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Post by IsmAvatar on May 9, 2004 21:21:09 GMT -5
lol, you make me feel powerful.
You see, most people can't get their hands on original or good graphics, so they use whatever they can find. I used Dragon Quest graphics for my RPG, Project Arthur, until I had someone who could make graphics for me (which never happened, so when I changed the view style to 45ยบ tilt, I changed sprites to Final Fantasy 6 sprites)
that gives me an interesting idea. If anyone wants to host a task or competition, feel free to post one in the General Board (this one). this will get more people active, and also entice more people to join.
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Post by dwmitch on Jun 8, 2004 22:52:29 GMT -5
1) I decided to make a story based game because it's the best way I could find for an anonymous public confession of my trespasses and it helps me let off steam.
2) The storyline of my current project is based on exaggerations of events from my life combined with personifications of my greatest fears.
3) I got the idea to release it in a series of episodes when I was obsessed with Inuyasha. Since it's in episodic format, it is mostly quest based (each quest making up an episode), but the overall goal is to kill the main character's past.
4) Battles will be very important, as the head villain will be a personification of my biggest personal battle and the bosses at the end of each episode will be personifications of demons I'm currently struggling with.
As for the battle system, I'm torn between real time and turn based. I personally prefer turn based, but the trend seems to be leaning towards real time, and since I'm using the series for marketing I have to go with what the people want.
I'm also toying around with the notion of patterning the battle system after Mortal Kombat, Street Fighter, and similar games, but that would severely limit the number of spells each character could use, and I haven't worked out how to do it with a multi party system.
Sorry if I came off as a bit pretentious, but that's how I came up with everything for my first project.
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Post by IsmAvatar on Jun 9, 2004 15:03:13 GMT -5
dwmitch brings up a very good method of creating origonal games. Base them on personal experience, exagerating some stuff, and basically just make it an entire metaphor. BTW, welcome to the forums dwmitch. We hope you enjoy your time here. You'll find most of us are open-minded, and very friendly.
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Post by Diablo98188 on Jun 18, 2004 9:44:13 GMT -5
I usally get my ideas out side, (the scenery round my house looks like a fantasy look) after i pla yer a nice rpg (played bout 30 40 of em in the last 4 months) then i build on that. I then imediatly write in down on ms word, then i email the story to myself, my brother, and my dad so i could never lose it. After that i start work on the graphics(it helps me to from my char for the game) then i do the code and then i slop it toghether(i dont really 'slop' it) and wallah
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Post by Noadi on Jun 24, 2004 1:30:00 GMT -5
I think dwmitch has a great point in basing things off your own experiences. I think any story driven game is to a certain extent reflect the creator's personal experiences, we tend to put a lot of ourselves into our games as far as our personal tastes. And in my case some of the characters really resemble me. Noadi is very much my practical side she doesn't let things get in her way despite the fact that she is uncertain of herself. Skya is my more creative self in that she loves to make things and express herself through them, she's also my more fun loving side. And all my good guys have my love of animals since animals play a major role in the game.
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Post by Riyia on Oct 15, 2004 20:14:01 GMT -5
1) Why did you decide to make the type of rpg you are making (mmorpg, storydriven, dungeon crawl, etc)? Story. I always love finding out whats going to happen next. If it is a real good rpg you just can't stop.
2) How do you come up with your storylines if it's a story based game? Was it a story you wrote, just a rough idea, or are you still coming up with it as you go? I plan the main story arc ahead of it then come up with other parts as I go.
3) Why did you decide on the type of game play you have? By this I mean is it quest driven or maybe a mystery to solve or maybe just gaining personal power. Well I just love finding out what happens next so I assume other people love it too.
4) Battles? How important? What style turn based real time?Battles are an important part. I feel they are second only to storyline. I like turnbased because of the strategy involved.
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Post by Yowza Corp on Nov 15, 2004 21:26:34 GMT -5
My RPG I am working on was inspired by the fact that I made myself a new lib and making an RPG is the perfect way to test it out.
The name, Captain Matt, is inspired by my name and another game I made called Boogie Down (Or Boggie Down 2) which you controlled Captain Matt so I thought it was time for him to have another attempt at the gaming world as it wasnt terrific on the forums(Only 4 pages)
My battle system as far as I know isnt very widely used. Instead of going into a battle like in pokemon and several other games you have to fight them but without turns. I think this is used n Zelda but I may be wrong as I havnt played it before but by the screens ive seen it looked like it.
The reason Im going Story Driven is because most games without a story arent very good as they lack the urge to keep playing.
Keep an eye out for "Captain Matt" Coming to all good Game Making forums near you.
-Yowza Corp-
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