How To Make A RPG In Less Than A Week Part 1: COMMIT

in Tutorials


by Artbane

How many members here have talked about developing a game but never did? Or started a project only to have it rot on their hard drive never to be released? Probably more than a few. Many members here do have a game in them. The problem is many want to have made a game, but not many want to actually make one.

Probably one of the biggest killers of game projects is time. The longer your project is in production, the less chance it has of being finished. I can understand that some people want to work on epic 30-hour productions (Believe me, I’ve done it and it took SIX YEARS!!). And I’m not going to dissuade people from doing that. Make the game you want to make. But consider first working on a vertical slice of your game that you can get out to players to help validate your ideas.

Master of the Wind took 6 years to develop! Talk about commitment.

Personally, I don’t plan on making big games (again) anytime soon. They become bloated and messy as production goes on and usually by then my inspiration is long dead. The last project I worked on took about a month and it’s probably my most cohesive work yet!

Developing a game fast gets it out to other people faster. Not only do you get feedback earlier but also the satisfaction of having something completed. As you boost your confidence in game making, it will become easier to tackle bigger projects. Or maybe you’ll be like me and want to produce more shorter games.

A fast development process also is usually good for the quality of your game. When you can just flow your subconscious mind starts to take over. Distractions just melt away. You’re no longer overanalyzing things. It’s like the game is making itself.

If you want to make your goals, then stay focused and develop quickly. Staring at the map editor and making a few tile changes per hour is simply not productive.

This article series will be about helping to foster a new outlook on game making. The goal is to develop fast and quality games. I wouldn’t consider these shortcuts. You still need to do the work. But once you have a process, game making should become easier, quicker and even more fun!

In the next article, I’ll cover inspiration to help get you started. In the meantime, why not share about some projects you’re working on or want to work on in the comments section below.

Comments on this entry are closed.

  • carlos

    I am making a game based on the bleach anime.

  • WEll, this sounds interesting so far.

  • Joshua

    I’ve had an idea for a short RPG I’d like to make, but I’ve never gotten around to starting the thing. I’m looking forward to seeing the next parts in this article, and I hope that they will be posted soon!

    I’m curious though, will this series show us an actual, step-by-step plan for making an RPG in a week, or will it just be about mindset (i.e. similar to this article)?

    Thanks for writing this, I can’t wait to see what you come up with next! 🙂

    • Hey thanks for reading it!

      The goal of these articles is to give tips on how to develop faster. The first group of articles will be more general but at the end we’ll have a breakdown of games made within that time frame. It won’t necessarily be a step-by-step but it should give you a better idea of how we did it.

  • I almost forgot how to make a short game 🙂

  • amerk

    I’ve seen several discussions as of late about creating short episodic rpg’s, and one of the things some people seem stuck on is trying to get save files, levels, items, etc carried over… in the name of realism.

    Something I’ve pointed out to a few people, and should point out here. There is nothing wrong with beginning each episode at the bare minimum (Level 1 with no items) even if the same playing character ended the previous episode at Level 20 with 99 potions.

    The reason I say this is because, unless your party’s stats and inventory are tied directly into the story, they are there simply for the player to offer a means of progressing the immediate episode, as well as the challenge of balancing out their party for that episode.

    Besides, stats are just a numbers game, and the end result makes no difference. What does it matter if I begin my character at Level 1 or 20? I will more than likely still have to put in the same time and effort to build my character for the current episode.

    The point is, episodic rpg’s is a great way to make short immediate games with a potentially longer story, but try not to overcomplicate things to the point of frustration and giving up, especially if the end result has little to no impact.

  • I agree with this completely. Like many first timers, I made the mistake of attempting to make my dream game first. While I’m still quite proud of what we got done, there’s no feasible way we could have seen it to completion at that time. Since then we’ve released a handful of games, and their small scope has allowed us to focus on different aspects of development each time. More importantly, it’s allowed us to actually release them. Sure, someday I want to go back to our giant epic, but I know that when we make that decision to do so, we will be better equipped to tackle those challenges.

  • Feralindie

    I have just bought rpg maker. As I work nights and have nothing to do when I get home I thought this would be a great project. Im going to blitz this tutorial and hope it can send me in the right direction. Will read through all and keep you posted on my results

  • Scarlett Tilley

    I think I’ll make a RP game based on Black Butler or Spider Riders >W<

  • I know this is a dead thread, but I think this needs to be read by more community members. Also I wanna make something crime based either in a fantasy setting or real world not sure currently.