So Im wondering how others handle making their game, I currently have been working on one single map for several weeks, I typically add all the scripts I think will be used in my game, then I map a single map out, test to make sure the map is decent,no bugs and no passable tiles that shouldnt, then I event one map at a time.
How do you guys test parts of your game out without running through the entire game?
How would you guys handle your project?
And any tips on anything would be amazing!
How do You make your game?
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For testing out parts, what I did was I created a developer warp zone, where I could warp to various points in the game. Also, once I warp I set all variables to what they should be at that point in the game, and give the party the average of the drops to that point (or in other words, the common drops/stuff they would have found, but not the rare items).
I've also added a chest in that warp zone which gives me every legendary item in the game, if I want to just run though the game and make sure the story has no errors. -
How do you change variables and such while play testing though?
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F9. That calls up the debug menu, and you can change switches and variables as you wish. Also, you can hold CTR and you will avoid all random fights and walk through everything while CTR is down while playtesting. This way you can zip by all those fights and just test the boss fight or plot points.
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Usually, I start with a concept. Then, I make the project file with the first map called 'Start'. This place is where the game will start, but until the game is finished, it serves as the main testing hall.
After that, I do the database stuff, change things around so I can have things ordered the way they need to be. Skills, items, characters, you name it. I always create the main character first.
After that, I work on maps, events, and database stuff, making everything up as I go along. -
Make a testmap just to test out a script feature
I usually replay my entire game just to make sure about the gaming experience
Also, there're several debug tools that allow you to debug your game
My favorite one is http://yanflychannel.wordpress.com/rmvxa/utility-scripts/debug-extension/ -
I start by a concept, then next would be getting/making and fine-tuning every script that I think I will need. After that I work with the first few maps and the database
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How do I make my games? Mostly sip coffee and stare at my computer screen. Jokes aside, my game making has an extensive planning period that requires a lot of drafting. I write extensive notes. I plot maps down on grid paper. I draw out mock ups of systems and GUIs. I make outlines of plot points/dialogue. I do my music so I draft that out, write it, mix it, edit it. Then somewhere along the way things get fleshed out, finalized, and then finally implemented. So. I sort of do everything in pieces and then stick it all together.
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concept --- > art ---> script ----> mapping ----> event
and between each "--->" they have a tons of play testing : D! -
Maybe I'm old school but I start on paper. Story and dialogues mostly, a lot of maps too. Sometimes I write the logic behind an Event. Working with conditions, variables etc. is easier with a diagram, although it can be done on computer too.
Only when I can get a good flow on paper do I start putting it in the computer. -
I randomly throw things at the computer screen and hope something happens.
Nah, really, my process is pretty sporadic. Like most others, I start with an idea that I write out a general outline for on paper. I work out the areas I will need to map. Start collecting the graphics I want and start mapping. Somewhere along the way I will write out dialogue. Event things. More graphics. More writing. More eventing. Oh database somewhere in there.
Can you tell I have ADD? :p But yeah, because of that, I don't have a tried and true set process - my brain works better to focus on whatever it wants to focus on instead of forcing it to do the things I feel it should be doing.
Lists are a big help, because then I can choose from the list what I feel like working on at that moment, yet feel productive for doing something on the list. -
Usually it would be
concept >> mainstory >> art >> script >>map >> event >> map >> event >> map >> event >> music >> release
And yes between them there'are tons of playtesting.
This not a good exampleHow do you guys test parts of your game out without running through the entire game?
How would you guys handle your project?
Spoilerconcept >> story >> script >> script >> script >> art >> script >> art >> script >> script >> script >> script ...
don't know when to move from script because I always not satifisfied with my game features, engines, appearance, battle system and etc(always found someting new and want to add it). Right now my game consist almost 70 scripts and sometimes doing compatibility for all of them is like a hell.. And that means I had experience a tons of tons playtest and battletest. The ty one is when your scripts not throw an error but you really know that there's an error(or something that you didn't want.. well.. happened).The conclusion is, don't mimic my way in making game, you need to stay at your concept and know when to stop adding features or you'll find your game will never make any progress. -
Think of story and concepts --> Databasing --> Get bored and repeat
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Right now, I'm doing the unthinkable: I'm writing out the basic plotline.
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For more on how I design the game, what I do is I focus on the plot first. That means sometimes a barebones map with just the basic events/bosses on it. Then, once I establish where the boss is (if a boss is on that map) and entrance/exits are, I fill in the distance inbetween and add side routes and side treasures too. Once all of that is functional, then it is balance the boss to account for what the average player will have when it gets to it after the fights on the way (if applicable). Then, its move onto the next map, and do it over.
Sometimes I have to tweak this. For instance, some days I just want to write the plot, so I can easily end up with 4 or more maps that are bare or nearly empty near the end of the game as I'm just implementing the plot. This does tend to result in the beginning of my game being more polished than the end, but this way progress is being made.
And, if I get bored of the main quest (or just need some time to think through how to implement something well), I write in a side quest or two, as it is not too hard to add a tower or cave to the overworld map (or somewhere) and some relevant maps. Similar philosophy applies to the side quest, overall quest first, then fill in the maps on the way with detail. -
The first thing that needs to happen for me is to be hit with the Bludgeon of Inspiration. There is no telling when it happens, but, when it does, there is a torrent of ideas in my head, and they whirl about in chaotic fashion. I may not document all my thoughts right away, but, I do write stream-of-consciousness blogs while games are in development.
Note: This is a thing I do on a fairly regular basis on my RMN game-pages. I have not written such a blog on RMW.