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Game Dev Soul-Searching by RachelTheSeeker

For those unaware, I've been struggling with RPG Maker for a long, long time. And recently on Twitter, I've spammed my contacts' feeds with a wall of Tweets about my thoughts on the subject. It covers some inner demons of mine too, hence my thought to relay it here. Copy-and-pasted, here's what I've got to say...

I know I get too big for my britches about #gamedev but like... I'd like to create something someday. I think I keep overwhelming myself, and losing commitment till I eventually quit. I've got a thought or two about that, if you're willing to muck through another thread.

I've gone through a lot without making much of a first step. I've wasted a lot of money on engines and assets that wind up not getting used. All the while, I keep thinking my ideas aren't worth it. I keep trying to buy happiness. I keep thinking, "just one more commission". Just one more asset pack. Just one more drawing. Just one more piece of art to add to my collection, and it'll be worth it.

It's not worth it, because I can never make up my mind on what kind of game I want to create. I hadn't known how to gauge my strengths in game making. And this vice of mine extends into more than just game dev, too. I don't struggle with my own artwork because I keep thinking, "I'll never be good enough. It's all for nothing".

It's not for nothing. My skills improve as I work at them. And I can do things others cannot.

To tie this back into #gamedev, I know my strengths and weaknesses by now. Every project where I've fiddled with the #rpgmaker database, and nothing further? It's taught me something about the kind of game I'd love to play. The kind of game I'd like to make a reality.

I... love combat. Simulated combat, but the thrill of the fight nevertheless. I like martial arts, both Eastern and Western. I like magic that's more in-depth and less flashy than, say, "fireball-to-win" styles. Something with more brain power than just spamming arcane damage. I love D&D, and especially old-school D&D. As much as I can have fun with *any* edition of the world's most popular RPG, there's an esoteric, gritty, archaic and downright ARCANE feel to OD&D, B/X and 1e AD&D that reminds me of the first time I'd ever played a "real" TTRPG. I love the Wizardry series of computer games, especially the concept behind it all. That D&D vibe of descending to a dungeon, fighting monsters and solving simple riddles, trying to make it as far as you can before your resources run dry and your party starts dying off. And as much as I suck at it, I love the Souls series. I love how it can tell a story through its melancholy narrative without shoving it down your throat, all through its various esoteric item and spell descriptions.

So here's what I propose to myself for my game-to-be this time, this most recent pipe dream of #rpgmaker creation.

I drop the JRPG story BS. I make a game that relies on quasi-8-bit assets, ones that I *know* I can tweak easily on a graphical level. I make a game that is just the player, their pre-selected party of few-in-number, but tight-in-mechanics classes. And I pit that player, their party and their wits against a single mega-dungeon. Find loot, kill monsters, and get as far as you can each session in one piece. All the while, the dungeon and the meager town outside of the subterranean hell tells a story in and of itself. A story of a world that's not quite the same as its glory days generations ago. A glimmer of hope to make things right, among a grim dungeon crawl.

It's an idea I tried to make into a webcomic on dA once before, but didn't get past the third strip with. An idea inspired previously by a Wizardry 1 OVA, and also will carry vibes of Sonic SatAM.

The Veil Grove Hollow.

I'll feature more about it as I feel it right to reveal it. That being said, I don't think releasing all my secrets will be productive toward my creation of the game. I'll find a way to compromise.

Thanks for reading the thoughts of this daft vixen, if you've made it this far.

Game Dev Soul-Searching

RachelTheSeeker

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Comments

  • Link

    I hope you can do it! :)

    Are you going to try using the new “RPG Maker” that comes out in the fall?

    • Link

      Thank you, and I'm certain I can if I really try this time. Right now, I'm not sure about the new RM though? I'm sticking to my guns and using VX Ace, but I'm sure I'll at least play around with the free trial of the new one once it drops.

      • Link

        I haven’t tried the series since the original one on the.......first PlayStation system? But since the new one is going to be crossplatform with a version on the Switch, I’m curious enough to try the series again. I’ve heard interesting things, like you can do more than a fantasy setting now. And that could open up more varied opportunities! :)

        I would honestly love to do something science-fantasy! :D

        You’re welcome! As long as you just keep trying and don’t let yourself give up, I know you’ll get somewhere. :)

  • Link

    Hey, I 've been an amateur gamedev for a while now (started with RPG Maker 95 like 14 years ago) and what you describe is really common. Lots of people launch temselves into a project with high expectations and when they think they're halfway through it and realize just how much is left to do, they're totally dispirited. Repeat that enough times and at some point they don't even dare to start anything new. They're discouraged before they even begin.
    I think you should start with very small and simple project and complete them. Even if it's just 10 minutes of gameplay or no gameplay at all. It's better for your self-esteem to have a few simple things you can look proudly at and show off, than to have piles of aborted projects lying around. That's why game jams are so popular, a limited amount of time and limited resources to work with, but at the end, you come up with a complete product.

    The other thing is to find enthusiasts you can share your development or even work with. Because more than technical or artistic difficulties, the lack of motivation is what's more likely to kill a project. You can put out something good in solo, but it's gonna be hard.

    That said, your idea is interesting, it reminds my of Nethack or Angband. I totally got that soft spot for DnD (3.5) as well and from a gamedev point of view, those are really robust sets of rules. But be sure you correctly estimate the amount of work required before you start. Keep things as simple as possible and add features afterwards. That way when you don't feel like working on it anymore, you can say "That's it !" and you'll have something with a beginning and an end.

    • Link

      Whew, that's quite a big response. Yeah, I should probably start with something smaller and simpler. I am a member of a RPG Maker dev site (RMN), and I've been looking for advice when I feel I need it. And yes, definitely figuring out how much work will be needed, as well as starting simple and adding only when the most necessary things are implemented first.

      • Link

        Good luck then, and keep us updated on your progress !