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Looking for coding advice

A topic by Kyoomei created 1 year ago Views: 404 Replies: 11
Viewing posts 1 to 3

Good evening folks,

I'm gonna start coding a game I've been working on for a while. I have a solid idea of the scenario, universe, etc, and more importantly, my technical requirements. And actually it's the first game idea I'm trying to turn into something concrete.

Basically, the game is supposed to be a RPG in the fashion of what you can make with RPG Maker (i.e. tile-based), but the combat-system would be close to a danmaku/manic-shooter, something like Touhou. Obviously I have lower expectations, as I don't have any sort of drawing abilities, and my programming skills are not out of this world (yet ?). I've been coding for 2 years or so, therefore I'm still a beginner, although I learn fast and have decent knowledge in various languages. And, I have ideas, along with music-composing abilities.

Considering these points, I'd like to know what you, experienced game makers, think would be the best way to achieve my goal. I was planning to use GameMaker : Studio, since my overall requirements are pretty close to what Undertale offers (yeah, Undertale, once again :p), but the battle system bothers me. I know you can program a lot of stuff that is not originally included in GM Studio, but do you think my plan would be realistic ?
If not, what software/game engine would you advice me to use, if possible with what programming languages ?

Thank you so much for helping, I hope I was clear enough, and if I wasn't tell me so that I can give you more details :)

PS : I believe my English is pretty good, but in case of mistakes please forgive me, as it's not my native language

you can do it in either. Rpgmaker will be more tedious for the danmaku bits and gamemaker will be more tedious for the rpg bits. This might be quite an undertaking in either. I suggest you keep some tutorials handy.

I understand. First, thanks for confirming that both are relevant, although the mixing of styles will spice things up.
Do you think the tutorials that can be found on the respective websites would be enough ?

probably not. Keep google handy, and be as crafty as possible.

(Edited 1 time)

How much game development experience do you have?

(+1)

Not a lot, a few projects started on RPG Maker for the most part, and some basic Java stuff. If your point is that such a project is way too ambitious for someone with so little experience, I do know that one should start with elementary game concepts ; yet, I'm fairly confident for multiple reasons, even if it will take some time to achieve the result I'm hoping for. I may as well crush and realize I would need years and years to finish the project, but I genuinely don't think so.
If this wasn't your point... please elaborate :D

honestly, it doesn't even matter if its too ambitious. Everyone tries to warns newbies because they go through this process and they just want you to avoid their mistakes. But honestly, a dozen over ambitious failed projects is the practice it takes to make gam.

Alright. Well thank you for the info, they will certainly be very useful :)

Speak for yourself. The way I see it, tackling too many over-ambitious projects and never finishing them is the perfect way to slowly get more and more discouraged from making games until you stop entirely.

(Edited 2 times) (+1)

Don't get me wrong, finishing is a valuable skill in itself, but personally if a bunch of half finished projects is enough to deter me from working in a medium altogeher, then maybe I don't even like the process of making games. and idk what's the point in that case?

You might not be a mega indie hit in 5 years, or ever. But I think just liking to make games is more important than the time it takes to eventually make something you're happy with.

Happy holidays y'all. :D

There's a big difference between making a game that is within your capabilities to make and making a game that's huge and overwhelming. I definitely feel like the latter is less fun than the former. The reason I say it's important to finish games is because I'm drawing from my own experience. When I first started making games, I was definitely having fun, but I started having trouble finishing them (not because of scope in this case, but I think it's still relevant), and I got increasingly discouraged that I wasn't finishing anything until I gave up. I have a problem with getting discouraged when I don't do a good job on something, though, so maybe that's just me.

Yup, that's pretty much what I was getting at. :P