MY RPG CHALLENGE CONTEST IDEA
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I just imagined an interesting idea. I was thinking of a speed game making contest. Yes this does mean actually making an RPG game, not just spamming stuff.
The challenge is to make a game in less time then it would take the player to complete the game. The second challenge is for each game to be made only by one person.
This is for RPG Makers only, and is only for RPG Games. Events that only waste time do not count.
The challenge is to make a game in less time then it would take the player to complete the game. The second challenge is for each game to be made only by one person.
This is for RPG Makers only, and is only for RPG Games. Events that only waste time do not count.
I don't think that would be a fun challenge, personally. You could make a floor of a dungeon and force the player to repeat it 10 times. Heck, you could just make a switch and tell the player to switch it on 1000 times and bam, you've already met the criteria.
This is in welp welp tho, so it's probably a shitpost, I get it XD
This is in welp welp tho, so it's probably a shitpost, I get it XD
I think the closest I've personally come to such a challenge is the technically never-ending Dumb Castle. Even then, I imagine the player would get tried of running through that game way before they hit whatever time I spend actually developing it?
We have done fast game dev challenges in the past. Usually the birthday events focus on making a game within a set amount of hours (the third birthday was 3 hours, for example, the 9th was also three hours but with other aspects of 3 thrown in) so it's not exactly a new idea.
The reason we don't have a lot of these types of events, though, is manyfold:
- usually the games are below site standards due to their rushed nature so won't get a game page accepted
- usually they're used for special events and having them more often than maybe once a year can get a bit tedious/annoying
- people find restrictions can be fun but also very limiting too
- as unity said, it does mean repetition is a thing that is likely to happen. padding to expand the play time without expanding the dev time
The reason we don't have a lot of these types of events, though, is manyfold:
- usually the games are below site standards due to their rushed nature so won't get a game page accepted
- usually they're used for special events and having them more often than maybe once a year can get a bit tedious/annoying
- people find restrictions can be fun but also very limiting too
- as unity said, it does mean repetition is a thing that is likely to happen. padding to expand the play time without expanding the dev time
I know this is kinda of a joke ...
You wouldn't have to do certain stupid stuff.
Maybe I should have mentioned that it would be impossible to playtest the entire project and make it in a shorter amount of time. Just make sure to only playtest the parts that you don't know for a fact will work. Using only RTP would make it easier.
One thing you can do is load mostly pre-made maps and use the random dungeon editor for most of the rest (don't use custom maps from other projects). Rather than having to complete a dungeon more than once, try back-tracking. Longer and more frequent battles is also a way to increase the time it takes to beat the game.
You also wouldn't need too many cutscenes because most of the time would be spent on making maps. It would be better to have a long ending cutscene as long as it doesn't consume most of the game. The game should be playable, so what it ever it is it shouldn't be stupid.
I thought it was a funny idea.
author=unity
I don't think that would be a fun challenge, personally. You could make a floor of a dungeon and force the player to repeat it 10 times. Heck, you could just make a switch and tell the player to switch it on 1000 times and bam, you've already met the criteria.
This is in welp welp tho, so it's probably a shitpost, I get it XD
You wouldn't have to do certain stupid stuff.
Maybe I should have mentioned that it would be impossible to playtest the entire project and make it in a shorter amount of time. Just make sure to only playtest the parts that you don't know for a fact will work. Using only RTP would make it easier.
One thing you can do is load mostly pre-made maps and use the random dungeon editor for most of the rest (don't use custom maps from other projects). Rather than having to complete a dungeon more than once, try back-tracking. Longer and more frequent battles is also a way to increase the time it takes to beat the game.
You also wouldn't need too many cutscenes because most of the time would be spent on making maps. It would be better to have a long ending cutscene as long as it doesn't consume most of the game. The game should be playable, so what it ever it is it shouldn't be stupid.
I thought it was a funny idea.
Well, the less custom-made stuff would be the best for this kinda thing, yeah. Somewhat similar in concept to the Trials of MZ event, but probably with a shorter dev-time?
Though, relying on the random dungeon generator is definitely a feel bad for me. Even though I don't consider myself the best mapper in the world, I hate the dungeons it generates, and think I could do better. At least the dungeons Ace can generate. I don't know about MV, and I didn't check it out with my time in MZ.
As an aside, what's with your these font colors in your posts? What's that even about? It just strikes me as odd.
Though, relying on the random dungeon generator is definitely a feel bad for me. Even though I don't consider myself the best mapper in the world, I hate the dungeons it generates, and think I could do better. At least the dungeons Ace can generate. I don't know about MV, and I didn't check it out with my time in MZ.
As an aside, what's with your these font colors in your posts? What's that even about? It just strikes me as odd.
When I read speed game making, I imagined something slightly different. It would be quite fun to have certain criteria your game needs to meet (2 stores, 1 dungeon, 1 boss fight, 5 types of enemies and so on) and the challenge would be to make game meeting that criteria as fast as possible - making it a gammaking speedrun. And I don't think games should be the main output. That would be twitch streams of gammaking speedruns.
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