SHOWCASING OUR WORKS ON THE OFFICIAL RPG MAKER BLOG
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Hi
I don't know if you know who I am, but I just wanted to talk to you about a few other things. I have been contracted by Degica (the company that releases the RM series outside of Japan, and that runs RPGMakerWeb.com) to help them with running their social media.
The first thing is that I will be doing a series of tutorials that release every Tuesday on the blogs. I will be writing some myself, and I will be getting others to help with some others, but I felt it would be a good idea to reach out to the people at your site as well. I am obviously looking for higher quality tutorials, as this will be on the official blog for RPG Maker. The tutorials written will be marked as "By at ", allowing whoever writes them to plug either the forum of their choice, or their own rming blog if they run one.
The second thing I will be doing is organising resources to be made specifically for the blog. These as well, will be run similar to the tutorials, in that they will be listed by username and their site.
The third thing I will be doing is featuring either a game or a specific resource/script maker each Friday. The game will get a short review or the member will get a short interview and a link to their personal blog or their thread on a site, whichever they prefer.
The overall goal here is to use the current blog, which being the official blog for RPG Maker will receive a lot of traffic, to help promote our individual sites, and to promote more sales of the program itself by showing the high quality materials we create in a high profile area.
Thank you for your time and I hope to hear back from you soon,
Nicholas “Touchfuzzy” Palmer
Hi guys,
In addition to finding exemplary games, can you also find some exemplary tutorials (and resources/scripts) on RMN? Thanks.
We have an opportunity to promote our site, and I intend to take advantage of it.
Of course, given that this has a commercial slant to it, we can only showcase games made in the officially translated engines, ie- XP and VX. So no 2k/3 games or tutorials please.
What about articles on non-engine specific game design? A lot of the game design articles, like yours and Brickroad's, are pretty good.
That's a good idea! Those kinds of articles would be good to showcase, too.
EDIT:
on that note, here is the New to RMN? list of game design articles.
For the basics of Game Design, check out kentona's article series, the FUNdamentals of RPGs:
I: The Role of the Player
II: Attributes and Skills
III:. Story
IV: Quests and Objectives
V: Reward
VI: Balancing
For tips on how to enhance your games, check out The Real Brickroad's article series on Game Design:
Dungeon Theory
Skillset Theory
Gameplay Consistency
Philosophy of Treasure Distribution
Alternatives to Random Encounters
For tips on how to enhance your writing and dialogue, also check out:
Brickroad's "RPG Auditions Today! Characters Wanted!"
Brickroad's "Your Intro Sucks, Clean Up That Mess"
Brickroad's "Information Absorption"
Shadowtext's "Writing for Games"
Solitayre's "Writing for Characters"
Solitayre's "On Story Structure"
...surely there are new ones to add to this since this was first compiled?
EDIT:
on that note, here is the New to RMN? list of game design articles.
For the basics of Game Design, check out kentona's article series, the FUNdamentals of RPGs:
I: The Role of the Player
II: Attributes and Skills
III:. Story
IV: Quests and Objectives
V: Reward
VI: Balancing
For tips on how to enhance your games, check out The Real Brickroad's article series on Game Design:
Dungeon Theory
Skillset Theory
Gameplay Consistency
Philosophy of Treasure Distribution
Alternatives to Random Encounters
For tips on how to enhance your writing and dialogue, also check out:
Brickroad's "RPG Auditions Today! Characters Wanted!"
Brickroad's "Your Intro Sucks, Clean Up That Mess"
Brickroad's "Information Absorption"
Shadowtext's "Writing for Games"
Solitayre's "Writing for Characters"
Solitayre's "On Story Structure"
...surely there are new ones to add to this since this was first compiled?
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Ah, I agree, those articles listed in the New to RMN? page are actually what inspired me to write my Boss design theory article a few months ago.
I'll let other people be the judge of whether the one I wrote is worth posting, since I'm obviously biased, but regardless I strongly recommend these game design and theory articles which I feel are great quality:
Five Strategies for Better Game-Making by Solitayre (extremely good article but has format errors - needs fixing badly)
Creating Immersive Worlds, Interesting Characters & Non Linear Plots by Ghost
It's a Matter of Choice by Trihan
Steps for making your first RPG by ShortStar
Those are in order of how much I liked them. As a bonus, they're all about different topics. That list doens't include everything that's ever been submitted that I thought was good, I only went back through the last year and a half or so. I'm sure there are more good game design articles written before that point, but I didn't visit the site before then, so I would have to read through them all.
Plugging "good" scripts and tutorials is much harder. There are a handful of uberscripts that do tons of stuff, but those are the exceptions. Generally speaking, any tutorial or script is perfect if it does something you want to have in your game, and worthless if it does something that you don't want to have in your game. I guess you can filter out the ones that just don't work right... but I'd like to pretend that still leaves almost all of them. (disclaimer: it probably leaves almost none, but I am happily delusional)
So I guess my question is, is there some criteria you're looking for other than "likely to be something a lot of people would use because it's a common RPG trope"? If that's the main criteria, I guess I'll recommend this enemies drop random loot tutorial and this improved save script, both for RMXP.
I'll let other people be the judge of whether the one I wrote is worth posting, since I'm obviously biased, but regardless I strongly recommend these game design and theory articles which I feel are great quality:
Five Strategies for Better Game-Making by Solitayre (extremely good article but has format errors - needs fixing badly)
Creating Immersive Worlds, Interesting Characters & Non Linear Plots by Ghost
It's a Matter of Choice by Trihan
Steps for making your first RPG by ShortStar
Those are in order of how much I liked them. As a bonus, they're all about different topics. That list doens't include everything that's ever been submitted that I thought was good, I only went back through the last year and a half or so. I'm sure there are more good game design articles written before that point, but I didn't visit the site before then, so I would have to read through them all.
Plugging "good" scripts and tutorials is much harder. There are a handful of uberscripts that do tons of stuff, but those are the exceptions. Generally speaking, any tutorial or script is perfect if it does something you want to have in your game, and worthless if it does something that you don't want to have in your game. I guess you can filter out the ones that just don't work right... but I'd like to pretend that still leaves almost all of them. (disclaimer: it probably leaves almost none, but I am happily delusional)
So I guess my question is, is there some criteria you're looking for other than "likely to be something a lot of people would use because it's a common RPG trope"? If that's the main criteria, I guess I'll recommend this enemies drop random loot tutorial and this improved save script, both for RMXP.
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