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Rpg maker vx ace skill tree6/18/2023 I do believe there have been translation efforts into english for his games, you may find them on the english/international plattforms. If language is not the problem you should probably check out " Die Reise ins all", " Wolfenhain"," Sternenkindsaga", " Hybris pulse of Shadows" (which has a steam release and is available in english, even though the developer has, thanks to international player feedback, changed their own drawn *acceptable* artworks to whatever shit these horror film artworks are.)Īll games from the developer "Kelven" are above average as well, even if a bit "classic" including the fact that he does every bit of graphics himself from scratch. The german community has made some really good games. You probably get a better idea of how much work it will take as you work on individual parts and can scale up later if you want more.Īlso, one advantage of small scale projects at the beginning is that its easier to keep up motivation, as you know its not an endless slog once you get into one of the parts that are less fun to make. Random combat, fixed encounters, a mix of both. I probably would think about what kind of game you to do, does it have cities, dungeons, how many you want to make. That said, starting small and then iterate to greater lengths as you go along could work.Īs for 10-15 hours, not sue Falksi if that's too long or not. Or that they learn a lot with during their first project, realize just how bad it is, start over from the beginning, and again and again. ![]() ![]() And often the reason is that new devs start too big and lose steam along the way. I've watched the RPGmaker scene for almost 20 years and my guestimate of projects that reach the finish line is at < 5%. I mean if Falksi has done games before then he would know what to expect, but if he hasn't, well new devs usually underestimate the work that goes into even making a functional, okay-ish small game. ![]() Sure, but few people have your dedication and discipline.
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