• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
RojanShrestha

Help regarding first RPG game

3 posts in this topic

I have finally decided that I am now ready to create my original rpg game with original story. But I have no idea where I should begin with. I have a story and simple graphics ready to work. But I don't know what I should be doing. Should I be making maps first? or make a single player or should I first start with the turn based battle system. Could someone list out what I should be doing in order?? And how would I fit my story in all this process???
0

Share this post


Link to post
Share on other sites
[quote name='newbie_gamer' timestamp='1316864083' post='4865446']
I have finally decided that I am now ready to create my original rpg game with original story. But I have no idea where I should begin with. I have a story and simple graphics ready to work. But I don't know what I should be doing. Should I be making maps first? or make a single player or should I first start with the turn based battle system. Could someone list out what I should be doing in order?? And how would I fit my story in all this process???
[/quote]

The whole thing will be much easier as a 2d game, as there are many 2d editors available (e.g. tiled which is a popular tile editor) which can let you build the levels. My first port of call is always to get the bare minimum of level data loaded. Then you can add characters walking around.
0

Share this post


Link to post
Share on other sites
There is no process; you start with what you think is best (and hopefully, important) for your game and go from there working your way downwards. You should start with your core requirements and work your way outwards from there - that may be trading, battle system or something entirely else depending on what kind of RPG you are making.

E.g. If I was making a clone of FF1 I would start with the core mechanics; battle system -> world map movement -> town movement -> character leveling -> enemy mobs -> inns -> shopkeepers, etc.

Then there's dialogue boxes, UI and so on that needs to be taken care - you can keep splitting the task up as much as you want and however you want; the important thing is that you [i]do [/i]split it up into tasks. Otherwise, you'll spend a lot of time banging your head against an unmovable object.
0

Share this post


Link to post
Share on other sites
You specifically mentioned the story; the first basic thing you need to make work is triggers, and the easiest is a proximity trigger. How about I set you a challenge?


0) You need to be able to parse a .tmx file, which is the file format for tiled. Depending on what language you use, you might be able to find a parser; I have one for XNA just sitting around.

1) make a level load; part of this level is an arena, with impassable walls all around and a gate at one point. A gate can be created in a tile based game simply by making the terrain passable, and then changing it to be impassable when the gate is closed.

2) Add a proximity sensor in the center of the arena, give it a radius that ensures the player is not standing on the gate when it triggers. The trigger should close the gate and make an enemy appear.

3) A monster runs toward the player. When it catches the player, a battle starts.

This will give you a good stable platform for developing your battle system. Step 4) would be to make the battle screen in a turn based fashion.
1

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0