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#Actualferr

Posted 11 October 2012 - 12:28 PM

With 6 months, I wouldn't go all out. You should begin by making the initial town, then continue building dungeons until you feel you're running low on time. Don't set out to have 16 dungeons, only to find out that you have 8 more dungeons to build with 1 week left. Don't get too complex, keep it linear.

I had a similar project early on in CS classes. I spent maybe 4 weeks developing an RPG using a proprietary C++ 2D graphics engine, that essentially just made drawing shapes on a screen easy, while all input was done through a console. In that amount of time I was able to put together,
- A main town with a quest giver, a shop to buy/sell items, and an inn to rest/save
- Two dungeons that connected from the first town, each dungeon was unlocked via the quest giver, and bosses were unlocked via the quest giver.

Really simple game, and it was pretty intensive over those 4 weeks.

I did one later with C++ and DirectX that took about 3 weeks. Had a similar scale with a town/shop/quests, an overworld "dungeon" and a castle that acted as a final dungeon.

Both of these games had an FF-like turn-based battle system which is very easy to develop. All of the areas in these games were scratched down on paper beforehand. I had notes in these drafts that indicated locations of quest givers, shops, etc. If there were mobs on the map, the area would be indicated by mob level and would help me figure out how to distribute enemy levels throughout the maps while keeping up with the player's level based on the likely number of mob encounters (all FF-like random encounters) and level-up opportunities.

There was an old article with a guy putting together a pretty nice RPG (more in the style of Diablo I think) using Python, and doing it all in a week with no budget. http://www.gamedev.n...no-budget-r2259 Maybe you can get some pointers from him to help expedite certain areas of your project.

#4ferr

Posted 11 October 2012 - 12:25 PM

With 6 months, I wouldn't go all out. You should begin by making the initial town, then continue building dungeons until you feel you're running low on time. Don't set out to have 16 dungeons, only to find out that you have 8 more dungeons to build with 1 week left. Don't get too complex, keep it linear.

I had a similar project early on in CS classes. I spent maybe 4 weeks developing an RPG using a proprietary C++ 2D graphics engine, that essentially just made drawing shapes on a screen easy, while all input was done through a console. In that amount of time I was able to put together,
- A main town with a quest giver, a shop to buy/sell items, and an inn to rest/save
- Two dungeons that connected from the first town, each dungeon was unlocked via the quest giver, and bosses were unlocked via the quest giver.

Really simple game, and it was pretty intensive over those 4 weeks.

I did one later with C++ and DirectX that took about 3 weeks. Had a similar scale with a town/shop/quests, an overworld "dungeon" and a castle that acted as a final dungeon.

Both of these games had an FF-like turn-based battle system which is very easy to develop. All of the areas in these games were scratched down on paper beforehand. I had notes in the maps that indicated locations of quest givers, shops, etc. If there were mobs on the map, the area would be indicated by mob level and would help me figure out how to distribute enemy levels throughout the maps while keeping up with the player's level based on the likely number of mob encounters (all FF-like random encounters) and level-up opportunities.

There was an old article with a guy putting together a pretty nice RPG (more in the style of Diablo I think) using Python, and doing it all in a week with no budget. http://www.gamedev.n...no-budget-r2259 Maybe you can get some pointers from him to help expedite certain areas of your project.

#3ferr

Posted 11 October 2012 - 12:25 PM

With 6 months, I wouldn't go all out. You should begin by making the initial town, then continue building dungeons until you feel you're running low on time. Don't set out to have 16 dungeons, only to find out that you have 8 more dungeons to build with 1 week left. Don't get too complex, keep it linear.

I had a similar project early on in CS classes. I spent maybe 4 weeks developing an RPG using a proprietary C++ 2D graphics engine, that essentially just made drawing shapes on a screen easy, while all input was done through a console. In that amount of time I was able to put together,
- A main town with a quest giver, a shop to buy/sell items, and an inn to rest/save
- Two dungeons that connected from the first town, each dungeon was unlocked via the quest giver, and bosses were unlocked via the quest giver.

Really simple game, and it was pretty intensive over those 4 weeks.

I did one later with C++ and DirectX that took about 3 weeks. Had a similar scale with a town/shop/quests, an overworld "dungeon" and a castle that acted as a final dungeon.

Both of these games had an FF-like turn-based battle system which is very easy to develop. All of the areas in these games were scratched down on paper beforehand. I had notes in the maps that indicated locations of quest givers, shops, etc. If there were mobs on the map, the area would be indicated by mob level and would help me figure out how to distribute enemy levels throughout the maps while keeping up with the player's level based on the likely number of mob encounters and level-up opportunities.

There was an old article with a guy putting together a pretty nice RPG (more in the style of Diablo I think) using Python, and doing it all in a week with no budget. http://www.gamedev.n...no-budget-r2259 Maybe you can get some pointers from him to help expedite certain areas of your project.

#2ferr

Posted 11 October 2012 - 12:24 PM

With 6 months, I wouldn't go all out. You should begin by making the initial town, then continue building dungeons until you feel you're running low on time. Don't set out to have 16 dungeons, only to find out that you have 8 more dungeons to build with 1 week left. Don't get too complex, keep it linear.

I had a similar project early on in CS classes. I spent maybe 4 weeks developing an RPG using a proprietary C++ 2D graphics engine, that essentially just made drawing shapes on a screen easy, while all input was done through a console. In that amount of time I was able to put together,
- A main town with a quest giver, a shop to buy/sell items, and an inn to rest/save
- Two dungeons that connected from the first town, each dungeon was unlocked via the quest giver, and bosses were unlocked via the quest giver.

Really simple game, and it was pretty intensive over those 4 weeks.

I did one later with C++ and DirectX that took about 3 weeks. Had a similar scale with a town/shop/quests, an overworld "dungeon" and a castle that acted as a final dungeon.

Both of these games had an FF-like turn-based battle system which is very easy to develop. All of the areas in these games were scratched down on paper beforehand. I had notes in the maps that indicated locations of quest givers, shops, etc. If there were mobs on the map, the area would be indicated by mob level and would help me figure out how to distribute enemy levels throughout the maps while keeping up with the player's level.

There was an old article with a guy putting together a pretty nice RPG (more in the style of Diablo I think) using Python, and doing it all in a week with no budget. http://www.gamedev.n...no-budget-r2259 Maybe you can get some pointers from him to help expedite certain areas of your project.

#1ferr

Posted 11 October 2012 - 12:02 PM

With 6 months, I wouldn't go all out. You should begin by making the initial town, then continue building dungeons until you feel you're running low on time. Don't set out to have 16 dungeons, only to find out that you have 8 more dungeons to build with 1 week left. Don't get too complex, keep it linear.

I had a similar project early on in CS classes. I spent maybe 4 weeks developing an RPG using a proprietary C++ 2D graphics engine, that essentially just made drawing shapes on a screen easy, while all input was done through a console. In that amount of time I was able to put together,
- A main town with a quest giver, a shop to buy/sell items, and an inn to rest/save
- Two dungeons that connected from the first town, each dungeon was unlocked via the quest giver, and bosses were unlocked via the quest giver.

Really simple game, and it was pretty intensive over those 4 weeks.

I did one later with C++ and DirectX that took about 3 weeks. Had a similar scale with a town/shop/quests, an overworld "dungeon" and a castle that acted as a final dungeon.

Both of these games had an FF-like turn-based battle system which is very easy to develop.

There was an old article with a guy putting together a pretty nice RPG (more in the style of Diablo I think) using Python, and doing it all in a week with no budget. http://www.gamedev.net/page/resources/_/creative/game-design/how-to-build-a-game-in-a-week-from-scratch-with-no-budget-r2259 Maybe you can get some pointers from him to help expedite certain areas of your project.

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