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Simple Advice for making an RPG Maker Game for someone who overthinks/procrastinate

Hey guys, so i'm thinking that i might start on an RPG Maker game at some point but i'm a bit overwhelmed by all the information alot of people have given in regards to how your games should look over social media.

I am not a beginner at this it's just i tend to find it difficult to organize my thoughts and ideas or overthink/procrastinate whenever i try to create something good with RPG Maker. So what i'm looking for essentially is a short piece of advice rather than a ton of information that i would find very difficult to wrap my head around. any ideas?
 
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MinisterJay

Administrator
Staff member
Administrator
This is what I suggest to all people new to MV. Just jump right in. One of the best ways to learn is to experiment and make mistakes. Yes, there are hundreds of tutorials available, but it takes time finding the one you want to look at first. If you get stumped, you could put your question in MV Support.

Make your games the way you want them to look. Load them as a demo or full game, and await the critiquing. That is how I do it most of the time.
 

Dad3353

Praised Adventurer
Echoing the above, with 'Jump right in', but I'd say start a very small, simple Project, with just a couple of Maps, maybe, and not too big. Don't try to create, first go, a Game to rival Final Fantasy or such. Get used to how things work, and ask away if or when you get stuck. Don't go filling your Project with shed-loads of Plug-ins; plenty of time for all that when you've done a bit of messing around with the standard components.
Oh, yes... Have fun. That's the important bit. Have fun.
 

Boy Who Codes

Praised Adventurer
Xy$
0.00
Make a blueprint. I often heard this in seminars I went to, where they say, 'Start Small'. Like, if you are planning to make a game in Rpg Maker, don't go and start a very big or ambitious project, because most of the time, they say that you won't probably ever to finish it, or that since it is long, you might not have the passion to continue it because of the development length needed to accomplish the completion of the game. Some games that are small are so effective in the gaming world because they just have that 'charisma' and little 'boom' that a game should need. For example, there's this game I played in NES called Arkista's Ring. Looking at it, it's an action adventure game about an archer. The dungeons are well planned and easy to accomplish. I guess, if you have a master plan or like some blueprint of what your game should look like, mechanics, etc, you're ready to go.

The shorter the game you make, I guess that stops your procrastination as of course, you know that the time to accomplish the completion of the game is much shorter. You get excited to get things done. You're motivated to see what the game looks like. Set a deadline. A week.Set your goals each day. You schedule it. Make sure you schedule the things you think you can only do within that day. Don't overdo it, or else you'll end up to square one.

Hope that helped.
 

Harmless

Towns Guard
I like @Soul 's take on it. Like, the project I'm working on as too many cutscene settings and stuff. It looks neat, but it's so much to manage and it sometimes feels like I've got a ball'n'chain on me. Focus on simple small steps. The thing I tried to keep in mind is to design in a straight line, if that makes sense. Don't spread out too much and stay focused on one concept or idea and always work in that direction.
 
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