Where to start- RPG Maker MV

● ARCHIVED · READ-ONLY
Started by BMKStar 12 posts View original ↗
  1. Hello! (I honestly read the rules of the forums and could not tell if I should post it here, in ideas or prototypes, or a different disscussion forum. After looking through the rules, I decided that a thread in the general discussion would work best, if not please move it where it fits better. I also shortened it abit to try not to break any rules)
    I am new to the forums and I really wanted to start my career as a creator strong with an amazing game. I have all these ideas for my first game on RPG Maker, but its like...where should I start? There are many different parts of the game that I really wanted to get into, like creating original art (probably in free material like Krita), making my own music (I found an extremely inexpensive music making program called Mulab), video cutscenes (probably either blender or something else) and working with different game mechanics. Not sure if I should talk about what mechanics I am thinking about in this thread, I will probably start a new thread on it in a different place. Now to get to more of the point of all this, where should I start building? I haven't started on plugins, I don't know exactly what to download or if I should download them before I start on anything or if I should start it out on a super simple game and build on it. Super simple meaning I just generate random characters, make the simplest story, no regards to the plugins and cutscenes at the start, and just edit as I go (if that even works). I know for sure, I need to put the story into writing, characters in sheets, and other stuff, but its just the overwhelming part of where do I begin in actually making the game itself
    I made this to have a thread so I can go back once I start and read through suggestions that fit best for me from the more experienced makers that work here.
  2. Make a few super simple projects to learn the engine and gradually start pushing your own limits as to what you can do. After you make a few nonsense projects that are horrible, tuck it away and go join a game jam or 2, so you can learn what it takes to actually make a game. What's going to make you better as a developer? Working on the same game for 4 years that keeps getting remade as you learned a new way of doing things or experimenting in different ways and learning and moving on? Make a few Harold saves the cat or whatever and learn the engine before you jump in to your "dream game". Trust me, we all do it and then get left feeling defeated, so wait on that super mega awesome story. Also watch Driftwood Gaming's Natural Explorers series, he sets up a new game and is building it along in episodes.
  3. Just start doing it. Do whatever you want. Try to make some small games to impress your brothers.
    Searching Google for any questions.
    Everyone started like that.
  4. @BMKStar, you can start anywhere you like. You should one thing at the time. For example, if you want to write a story, you just write a story, a clear your writing up, and learn about writer techniques. I suggest you do it slowly because there are so anything you need to learn to be successful. You do not get overwhelmed from stress. When you are happy with that aspect, you can move to another part of game making. Most of the measurement is subjected to your discrete; whether it is good enough for you during that time.
  5. Start small, make and release some prototypes that show your ideas for mechanics are fun and engaging.
  6. I suggest you follow the link "starting point" in my signature, it will guide you through learning the basics of the makers.
  7. I also recommend Andars "A starting point for new users"

    Once you've been through that , then start creating a simple project or start on your main game idea. but understand that you'll likely be making many iterations of the same thing as you go back and forward, learning and improving your project -- as you learn and improve upon your game making skills..


    My top tips (since you said you wanted a career in game making):~

    - Play other peoples (RM) games, find out what they did right and what you would do different
    - Research all the plugin scripts that you can find and test them out!
    - Network hard.
    - Depending on how much time you have, spend some time of your day on design in krita/photoshop/gimp/blender or whatever and some of your day in level design inside+outside RM, some of your day learning about audio and perhaps some of your day learning JS and maybe some of your day on creative writing ;-).
    Break it up and keep it fun :),
    but if your serious - have structure to your learning and stick to it. (you don't need to be a master of all things, because as the saying goes "jack of all trades, master of none", but you should have some level of proficiency or at least understanding in most if not all. :)

    Good luck with your project!
  8. Well first of all, thank you ALL very much, @Andar that is a long and extremely helpful post, so I'll try my best to be patient (I need to calm myself down and start playing with everything in MV). The one thing I get from this is I really need to stop procrastinating on getting my drivers license so I can actually drive and better manage my time, I don't have a workspace to do anything so I have to go to the library every time I need to work, and there is balancing school. overall time management is Key to start, once I have the best schedule, I can really do things. I'll have to do more things that will help me in the future. I was about to post if I should start off with youtube videos to try to get my stuff noticed, but I'll have to cross that bridge when I come to it.
  9. I would recommend you covering your bases and try to not get overwhelmed.

    For example when I started watching tutorials to learn the engine I had to backtrack to watch videos about how to use photoshop/krita/gimp because I had no idea about what a layer was when watching parallax map videos. Or trying to understand how switches or autorun events worked because I had no notions of programation. The more you learn the more side learning paths open up, so I'd say take your time familiarizating with them and having a good grasp of your habilities and limits, to try and set realistic goals and widening them as you progress to not get overwhelmed by all the fields.

    I started with 0 knowledge and now I'm programming my own custom menu/inventory so at least for me, if slowly, that method works :D bit by bit~
  10. In my case I already had an idea going on in my head and I added a few things to it as I proceeded with the development process.

    In my case I am getting away with existing plugins for my project but I will say that it's probably more than dependent on what you are looking for.
  11. I would start with a short game no longer than 30 minutes to an hour, no custom assets, and try your best to event things instead of using plugins.

    Plugins are a great tool, but a lot of new RPG Maker creators use them as a crutch. Learning your way around the event menu and how to create Complex events will go very far when working on your dream project.

    I know you probably have a story in mind, with complex characters and plot twists but I would recommend going super simple.

    For example, you play as a prisoner who has to break out of a jail cell to freedom. Or perhaps you're a ninja in training and have to complete three tasks before officially being granted the title.

    More than likely, your first game isn't going to be an amazing game. I've gone through 10 + projects from XP to MV, and with the one I'm working on now, I finally feel like I've learned enough about the engine to really show my skills. With time, you'll get there. But for now, learn the program and it's limitations.
  12. Try to do something. If you suceed try something else. If you fail, research and retry until you suceed or try something else.

    Small complete things teach you more than big random pieces so make a small thing. Personal taste will guide you to what to play with and what would be concidered complete.