Never make giant leaps when starting out

So, I was working on an RPG Maker MV game but I felt burnt out and unmotivated after doing it for 2 months so I just decided to abandon it. The sad thing is it is almost done but was it really almost done?

Let’s call the RPG Maker Game that I was making, ‘The Architect”. I do not wish to reveal much information about what the game is about but let’s say it’s a game about time travel where the main character lost someone and this main character wanted to turn back time and save this person but in the end, he has to suffer the consequence of doing so.

So, anyways, originally, I wanted to make this game like after I released a few titles and I have a stable income of some sort from making video games. However, that didn’t go as planned.

A favourite youtuber of mine released a playthrough of “Finding Paradise”, which was created by the same people who made ‘To the Moon”, and after watching it, I was just like I really want to make a game like that because it was really good and I like story with melancholic undertones in it so without thinking rationally at all, I just bought RPG Maker MV and decided that I will be making a game similar to the ones made by Kan Gao (Freebird Games).

I didn’t even make any plans on how I’m going to do it nor did I do any research about the market that I would be delving in to. I did, of course, have a plot but it was more like a summary of what’s it going to be than an actual complete story.

Also, this arrogant me thought that I will be able to finish the game after like 2-3 months. I was like I’m going to use the standard sprites provided in RPG Maker to make my game so I can expedite the process. I was like, I don’t think the graphics matter at all.

And finally, I thought that since I know how to make music as you can see from my SoundCloud., it would be a piece of cake the write one for the game.

But that’s wrong. Utterly wrong.

Fast forward to now, I regret my decision to make this game at all. Like I have said earlier, I didn’t think it through. After searching around on the net and checking stuffs on Steam, here are the things that I found out:

 

  • Game development will always take longer than you think it will. (I’ve put in almost 2 months x 32 hours per week on my game but it’s not even close to being done [Satisfactorily, at least])
  • You should never use standard assets in game engine like RPG Maker as every amateur dev like me using that engine will blindly use it in their final product which gives the game an unprofessional look.
  • Always research your target market first. After I decided to look in to the RPG Maker made games category in Steam, I realized that there’s like tons of games under it and if I use the standard assets in RPG Maker, I won’t make anything at all as almost everybody uses it.
  • Always make a prototype and then a concrete and detailed plan first before you really embark on making your game. If you don’t have a concrete plan, it’s going to be really hard to stay motivated. Stuffs like “Make a detective mini puzzle on this map” will not do. “Create a monster with 300 HP, 20 MP etc.” will.
  • Make sure to stay just within your skill set but  try to improve from your previous game as well. And, always create games based on your preference as you will really enjoy it more.
  • Never think that you are really good at something just because you have a lot of experience with it. Like me for example, I am a non-native English speaker but I thought my English was fantastic because I spent majority of my life on the internet talking to native speakers but it’s not. After writing a lot of dialogue for my game, I just realized how bad my grammar is. This was after I took multiple tests about English Grammar online (The real ones like Oxford and such.) as I was having a hard time writing flowing conversations. 99% of the time, the result of the test was either B1 or B2.
  • Don’t make any commercial game without letting anyone know about. Having people who support you will boost your motivation tenfold as you know that there’s people waiting for you to release your game. (Haven’t tried this yet but I’ve heard about it.)

Anyways, those are the main ones. There’s more that I’ve learned after doing my research but the list would become really long if I write everyone of them.

As of right now, I made my decision to start making smaller games first and establish a stable income from it and then progress from there on. That’s my plan and I hope that it works.

Also, I’m definitely not going to completely abandon “The Architect”. Maybe, I’ll work on it in the future if I become successful. I want to make sure that when I decide to continue making it, the game will be as good as I have always imagined it or maybe more than that.

Until then., that project will be on hiatus. 🙂

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