Need advice with RPG making

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13 comments, last by Ravyne 9 years, 9 months ago
It has been a while since I have seen anyone recommend Dark Basic.
Based on first hand experience, I will go against this recommendation however. There is hardly anything DB does better than Unity, and for a hobbyist, it will still cost you.
I would go with Unity, or as others have suggested, rpg maker. There is no shame in using the right tool for the right task.
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Dark Basic and its derivatives are overwhelmingly deprecated. SDL or SFML would be better alternatives at this point in time.

RPG Maker uses only an extended form of Ruby (called RGSS), but allows you to rewrite all but the most fundamental aspects of the engine. If you want to learn the fundamentals of programming, RPG Maker is not a bad place to start. You can start making games without any programming knowledge, and then start studying Ruby and immediately applying what you learn to tweak the functionality of those games. Additionally, the default set of scripts that power the engine will show you some good ideas for game program architecture and how to do things like tile based collision, etc. It's a tool that you can use until you outgrow it, at which point you should have a good understanding of Ruby and OOP, which can potentially ease the initial learning curve for more commonly used languages like C++, C#, or Java.

To be clear, RPG Maker can't do everything, but it can certainly do an awful lot, and the documentation that comes with it is a very good starting point for beginning programmers. Ruby is not a widely used language, but it is a quite capable language. I haven't used RPG Maker for several years now, but I still use Ruby on a near daily basis for things like local automation and socket testing under Windows (and sometimes Linux), even though I primarily code in C++.

void hurrrrrrrr() {__asm sub [ebp+4],5;}

There are ten kinds of people in this world: those who understand binary and those who don't.

Need advice with RPG making


Don't.

You don't have the bandwidth, skill level, team size, money, or time to make an RPG. Those generally take teams of a hundred-plus professional game developers multiple years of full-time-plus work to make.

There's a reason you see so few indie RPGs and the few you do find are almost solely made by established RPG developmers.

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Uh... Markets are overflowing with indie RPGs...

void hurrrrrrrr() {__asm sub [ebp+4],5;}

There are ten kinds of people in this world: those who understand binary and those who don't.

Need advice with RPG making


Don't.

You don't have the bandwidth, skill level, team size, money, or time to make an RPG. Those generally take teams of a hundred-plus professional game developers multiple years of full-time-plus work to make.

There's a reason you see so few indie RPGs and the few you do find are almost solely made by established RPG developmers.

Uh... Markets are overflowing with indie RPGs...

I think you have to qualify both of these statements. The first is very true if you try to compete with the AAA RPGs on content, although this is equally true in most game genres. The second of these statements is true if we're realistic about the scope of indie RPGs.

I would say, in general, that rather few 'indie' games provide more than about 10 hours of content unless they're either relying on procedural content, or are particularly well-funded and well-staffed for an "indie" studio. There are a few exceptions, but I'm hard-pressed to think of any who exceed the ~10 hour mark by double or more.

OP isn't going to compete with Bard's Tale on content or quality anytime soon -- not alone, or even in a small group; but a similarly styled game with with a more focused scope and reasonable expectations for content polish is doable alone or in a small group, if you have dedication and sufficient time.

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