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How do you structure your game making?

Jazeeri

Villager
Xy$
0.00
I am very new to this only since December. I started a game for a group of my friends as my first major project. The way I am structuring it, is to put in all the trivial, interesting, secret panels, mysteries, basic theme, while I develop the skills and weapons and mobs I wish to use. After the infrastructure is in place, I intend to put in the major quest lines and the plot. (my play testers tell me I need one of those). I haven't even decided yet when to add followers as I want the story to progress where people /want/ to follow you.

Since I am new, I decided to limit the game to one part of the city where all the rogues and thieves live and so far, I am up to about 60 rooms, mostly evented. I don't plan to add chests till the end so I know everything that the player will need.

I don't know if that's the right or wrong way, but since I'm new to eventing, I have to de bug it constantly as I come up with ways to do what I want to do. Later, I may plan a few plug ins but only towards the end as I have enough to do with everything else at this point. (Oh yeah and I edit or make the tiles I need to place for this
unique setting too. While I would love a unique look and feel, I am not close to that major step yet. I am still getting the feel.

So, I am looking for either affirmation that this process is okay or, helpful suggestions that will make this process go smoother. The player base I intend this game for all played together in and around this setting for close to 17 years and I know this setting well. But I am not sure how to put the plot in with all the other stuff.
Thanks!
 

LTN Games

Master Mind
Resource Team
Xy$
0.01
This is something I always have a hard time with but I also learned a lot from my past mistakes. The first thing that should be completed is your story, without your story it makes it hard to map and event because you have nothing to go on, so I learned to start with writing enough detail to get started on creating the world, either by creating a basic but detailed plot, and adding in character info never hurts either . It seems this is the way you're doing it so good stuff, the next part would be to get as much of the world created as you can and that starts with mapping, try and finish as many maps as you can, you can always go back to the maps and re-work them to add more details as you progress with developing.

To be honest, there is no one way of structuring your game development, sometimes you will have to be mixed up and do things before others just remember that it's okay to do so.

I personally like to do it this way.
  • Plot
  • Character Info
  • Maps( at least half completed)
  • Database( At least half completed)
  • Eventing

Eventing can always be done, and usually works together with mapping and databasing as you will have to do a lot of testing and it usually involves events.
 

MistyDay

Adventurer
Xy$
0.00
Hello,
I think I wrote it somewhere already in similar topic, but why not again :)
I go similar path like you do. (and I am new as well)
When my story was born, I discovered fast I need to make maps first. So I made them (not detailed anyway, additional deco will be put later), because You can´t place events and story to the emptiness :D
My second step is placing events where I go thru the storry how it will be played and what will hero meet.
I think in this part is important decide what plugin you will use and implement them (It could be mess adding it later)
well, I am in this stage now :)
After then Ill place events and npcs what will be just background and not connected with the storry so strongly.
finalize decos and so and game will be finished HAHAHA

So. My advice is, do not wait with plugins, start using them when you start creating events.
 

Jodis

Adventurer
Xy$
0.44
First thing i do is make a test game. In the test game I put all my ideas in it. This way I can organize my game without having to move the files every time i dont like something. Hope this helps.
 

ejronin

Villager
Xy$
0.00
This is something I always have a hard time with but I also learned a lot from my past mistakes. The first thing that should be completed is your story, without your story it makes it hard to map and event because you have nothing to go on, so I learned to start with writing enough detail to get started on creating the world, either by creating a basic but detailed plot, and adding in character info never hurts either . It seems this is the way you're doing it so good stuff, the next part would be to get as much of the world created as you can and that starts with mapping, try and finish as many maps as you can, you can always go back to the maps and re-work them to add more details as you progress with developing.

To be honest, there is no one way of structuring your game development, sometimes you will have to be mixed up and do things before others just remember that it's okay to do so.

I personally like to do it this way.
  • Plot
  • Character Info
  • Maps( at least half completed)
  • Database( At least half completed)
  • Eventing

Eventing can always be done, and usually works together with mapping and databasing as you will have to do a lot of testing and it usually involves events.
I can't support and applaud that advice enough!

Though I haven't ever completed a game and am a "noob," I've lead many projects in my life personally and professionally to understand the basic tenants of any successful project is lead by purpose.

In a game, your story defines every aspect of your game, from characters, to environment, to mechanics. None of those things matter if they don't fit the story.

Think of it like a car. The story is your frame and suspension; everyone bolts on a turbo and filter, but forgets that the frame and suspension have to be right or your speed is for nothing on a bend.

That is to say, slick and pretty feature riddled games are fine but unless you're making a proof of concept piece, RPGs are first and foremost a story driven genre. Lose sight of that and you're wasting time.
 

Arkman

Villager
Xy$
0.00
I also agree on the importance of having the story be the primary focus of the game, but you can't underestimate the value of having graphics and mechanics fleshed out for your project. Look at Undertale: I don't think the game would have been as successful without the Spare mechanic (which was closely related to the story), and the graphics also played a big part in the games' success (The enemies' graphics + the final boss)

In my mind they are all important, but if I had to place a priority to them it would be as follows.

Story -> Graphics -> Mechanics

I think I prioritize Story first since it's the basis for the game. Graphics are flexible based on your budget, but if you want to use just the RTP you should make sure your story doesn't require anything that can go beyond what the RTP can provide. The mechanics should be considered last since they are extremely flexible. You can tell almost the same story using a Turn based system or a ATB system or an Action Battle system, and combat mechanics aren't really related to the story. However, realize that part of telling the story is introducing the mechanics that are part of the game, so it's usually a good idea to have mechanics partially figured out by the time you start working on the game.

I try to look at these 3 independently but realize that each will affect the others in a significant way.

In answer to your actual question, I use a memo-pad on my phone to keep track of story lines, characters, and plugins. I use mind mapping software for items, skills, classes, and dialogue trees. I also have a memo of Goals that i'm trying to accomplish, such as building certain maps, NPCs, and that kind of thing. It keeps me on track, but it takes a bit of time to maintain.
 

MinisterJay

Administrator
Staff member
Administrator
I have been writing for a long time, and have been making game campaigns/modules for over 30 years. Most of the time, it is randomly inspired, and even I may not know what happens in the middle game. I may know the desired ending/multiple ending, but that is subject to change. About the only writing that I do that is structured is for magazine articles. I often work on multiple games at the same time.
 

Tyrfang

Villager
Xy$
0.00
I never finished a RM project, but I have a routine.

I always start with the story. I don't need to have a detailed story at first, but I need at least a good world concept, and a "major-goal" for the Heroes.
It helps me defining which features will be in the game, in wich environnement the heroes grew, what obstacles will they have to overcome...
From that I add global mechanism (the weather/clock/bank and so on), and some skills and stuff that came across my mind.
Once I'm satisfied with these, I go back on the story, a more detailed, one-sheet-sized version, generally a succession of chapters with short annotations. I also finish the heroe infos, and select/create the graphics for them.
And finally, do the mapping and eventing at the same time, and I fill the database / tweek the story according to my needs.
 

Lore

Resident Dragon
I personally find jotting down my ideas (in word/notepad) first then developing the concept from there works best for me. Currently I'm developing a google sheet as a foundation for my development process which I will edit as I go most likely.
 

Jiriki9

Towns Guard
Xy$
0.00
@Jazeeri: As was said before: I think most anything goes and one has to find their own way.

I had different approachs so far. First game I started making was total chaos: Just started from the beginning, never knowing where it would head, structured nothing, got surprisingly far for that but at some point eventing as well as item management got NASTY!
Having learned from that I am now at a point that I started out on MV with making a skeleton of things I'd need for any classic rpg I'd want to make with the maker (and these are what I aim for): All the Types, A structure in the items ans skills, such things...short: the database BASICS. These are, however made in a way that I can use them with multiple games, at least potentially. Then for the concrete game I am currently working on, it started with a story which I am still shaping out while allready putting part of it to life in the maker. Reason for that is that I personally like to switch between tasks rather than doing one thing over and over and over.
 
Structure is something I lack. Well, not in the literal sense. I always have some kind of structure, but to others it may seem unstructured and illogical. Since I tend to work on several things at once, my mind seems incapable of actually sitting down and properly working in a logical form. Instead, everything that needs to be structured is done so from different tangents, but always still fitting together in the grander scheme of things. As an example, while working on the graphics, my mind is playing with the plot (and for the most part remembering it) so later I can jot it down. Or when working on a plugin, my mind is also formulating a basic map. My other half says I have an "illogical brain" - and maybe that's true - and that she can't keep up! Haha!
 

Isaac The Red

Towns Guard
I tend to structure my work around my Base project and my Sandbox project. As you can guess, the sandbox project is exactly that. A Sandbox, a place to play. In here I can setup small maps to test specific events and ideas, toy with the database and test out certain skill setups and their effectiveness as well as many many other things including different plugins graphics animations and all that before actually implementing them into the base project.

This way I don't add unnecessary assets to the project, or accidentally leave broken event's behind. But that's just my basic work flow for when I am working on the project it'self.

As for creating the game altogether, the first things you want to know [in my mind anyway] are Who is the Main Character, what are his/her goals in life. Personality? ect ect ect. Then What kind of world are they in? And what the heck is going on that makes them start on their 'quest' how does their adventure begin, why, and how do they feel about it? Then we can decide on our other cast members that have meaning, weather they be party members or just NPCs we need to have a good full cast of characters with needs and wants and feelings dislikes and everything. The more you know about the characters and their likes and dislikes and personalities in general. The EASIER it gets to write for them. After a while the story writes it'self and all you have to do is come up with the major plot points to set things in motion. Evil badguy.exe hellbent on world domination? OK and the story begins to write itself together. with a few linking points that get your main characters to act against badguy.exe

not going to say it's super easy, because it takes a lot of creativity and thinking to get that far. But writing it all down helps, Making a habbit to keep something to jot notes into at all times helps too, because even if its just a stay thought like "Water elementals messing with town water supply" as a random plot idea, you can expand on it later and get some good stuff out of it as far as fleshing out the game.

And if your going to have people playtesting it for you while you make it, it will help to give them some story not just maps and secrets. Small groups of friends might have fun with the little secrets and injokes. But the general public will be lost wondering where the game is. not saying not to have your injokes, the gaming industry as a whole has a thing for easter eggs and injokes.

It's like a big game of connect the dots, but the dots are plots.
 
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