Starting a RPG maker MV game, searching for advise.

hi5kba

Member
Apr 23, 2021
172
160
Most Game developers, both for MV and MZ, relie to much i feel on third party plugins.
which is kinda understandable with the software base limitations.

Master working with those. Visustella etc.

Better yet don't and try to create your own
 

Carrera

Active Member
Jun 25, 2017
501
1,173
There's no shame in using other peoples plugins that have been tried and tested a million times by a million other people. If someone is asking for adviCe on using a simple tool like RPGmaker they're probably not skilled enough to make a plugin for it.

Well, that's what a smart person would think.

So for some good adviCe, I adviSe you to simply watch some videos from people actually doing something and not trying to sabotage you.


Hey it worked holy shit stick bobby!
 
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Jofur

Member
May 22, 2018
251
272
I don't play a huge amount of RPGM games. Especially Japanese ones, but I can give you some input what it takes to get someone like me interested.

Interesting artwork is the biggest one obviously, and it's partially why I don't go for a lot of Japanese RPGM games(that and seemingly 99% of them only having female protagonist). They all basically look the same to me. One thing that stops me from a lot of games is the tiny resolution of both the game and it's artwork. 720p is the minimum for me. Unique world assets is another big plus, using the default tile set isn't a deal breaker, but it will make me more likely to scroll past it and forget about it.

Second is gameplay. I don't want an ordinary JRPG but just with adult content. While some combat is okay, I've never been a fan of the turn based combat in most JRPGs. They need to either have a decent gimmick like Persona, or have a great presentation like some of the FF games. RPGM games tend to have neither so I just get bored super quickly. I'd rather just have a combatless sandbox game than budget Final Fantasy with the occasional porn image. Unique gameplay/sandbox features is what get's me excited. For example I tried out "The Imperial Gatekeeper" despite not being a fan of the art because the gameplay sounded intriguing(granted it was far to grindy for my taste), I also played a fair amount of Violated Heroine back in the day because it had simple action combat.

For reference, on the top of my head the ones I've enjoyed have been:
Farmer's Dreams, great presentation and really interesting, the main issue I never played more of it was RPGM itself making the game play really awkwardly, and the thing was just laggy. Should have been a Unity game or something.
Lust Epidemic, I kind of hated the world art at first, but the uniqueness of it pulled me in. As a fan of Resident Evil I rather enjoyed the atmosphere and puzzle gameplay and it really ended up growing on me.
Peasant's Quest, It was just a decent sandbox experience. Granted it was fairly early in development last I played it and needed better paced erotic content, and I think some of the grinding got pretty tedious.
Town of Passion, the clean and simple art drew me in, all in all it was just a fairly pleasant experience, not anywhere near my favorite game or anything, but I enjoyed my time with it.
The Imperial Gatekeeper, unique gimmick. Was kind of fun but pretty got pretty samey after a while and the actual porn was pretty low quality.
Violated Heroine, just a classic. The translation issues mixed with some of the insanely complex and arcane nature of the quests were the big issues for me, that and the low quality art, but that's mainly due to it's age.
 

Crimson Delight Games

Active Member
Game Developer
Nov 20, 2020
941
2,072
AsmodeusDen
MV is capable of some really cool stuff, most people don't give it enough credit. I'm a writer on an MV game; the list below is some of the stuff I remember off the top of my head (much of it was used by our team for our own project):

1. plan out the game in advance (systems, story, characters) by writing a design doc
2. try to score custom art, either through doing it yourself or partnering up with an artist
3. get plugins which allow you to configure things like movement controls and camera
4. don't use stock MV music - there's a bunch of amazing free tracks out there, just search for a bit
5. test it on a toaster/potato/abacus... you should try to hit at least 50 FPS even in populated maps/towns
6. avoid plugins that add dynamic weather or lighting, most of them kill your framerate and are prone to crashes
7. have someone proofread your text, especially if you're not a native English speaker... this sounds trivial, but it's not
8. keep the number of random combat encounters on the low side... it's annoying having to fight rats every 10 steps
9. work on your project every day, even if it's only for 10min... consistency is paramount; gamdev is mostly a marathon

Best of luck to you! ;)