How To Fail At Making An RPG
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Published 2022-02-26
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All Comments (21)
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Hey you... yeah you.... Have you ever worn some RPG shoes?? They have dark souls.
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The best thing to do is make a long, unskipable, cutscene esc opening to the game that puts you on rails for an extended period of time. And then force the players to go through it on each and every single playthrough with no way of bypassing it without mods. Tons of popular “rpg” games do this so it must be a good idea! Why would a player want to quickly jump into a new playthrough with a different build? No they must go through the intro area 500 times to ensure maximum immersion.
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Don't forget what RPG stands for: Really Primarily Grinding!
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Don't forget to make the numbers bigger. Just tack a few zeroes onto everything. Losers deal 12 damage. Champs deal 120 billion
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I think it's also pretty important to have an equipment system where the coolest things you could wear are pretty much worthless, and the things that actually give you the stats you need look completely ridiculous
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A good alternative is tying overall XP to individual weapon or spell levels, so as soon as your player has maxed a thing he likes, instead of enjoying it he basically has to abandon it for another level 0 thing to avoid wasting XP
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2:24 As a Kingdom of Loathing player, having Moxie be associated with Strength instead of Agility activated my fight or flight response.
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Instructions unclear, made a rocket-propelled grenade
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amazing. For my idea: if you ever decide to give good game development advice, I'd say call it: how to fail at failure
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2:20 Or better yet, instead of calling it Agility, instead have "Hand Eye Coordination", "Interfacing", and "Savoir Faire" as separate skills with somewhat different descriptions, but they pretty much end up being the same thing in-game
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Whatever you do, just make enemies universally scale with player level so they never feel progression outside of numbers being larger.
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"Instead of Agility, call it Ferocity, and instead of Strength, how about Moxie" Man, this guy really hated Disco Elysium hahaha.
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Always happy to see a new entry in this series!
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Alternatively, you could get rid of any progression system and make all the combat happen through single use items you can carry a limited amount of, with money used to buy more of these items as the only reward for battling, making it more worth it to avoid any enemy encounters because it only costs you what you need for the bosses We call it Paper Mario Sticker Star
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The Thesasurus part hit me right where it counts 😔- wait hol up. Striked me right where its embodied 😔
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Definitely make sure that all your enimes drop loot that has progressively equal amounts of positive and negative effects so the player spends more time in the inventory screen than the actual game. Also make sure you can only carry five items at a time = )
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the bit 'change stats names' with Strenght to Moxie had me dying
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Dude this art is so simple but fun to watch. I'm currently making a Fire Emblem Romhack; so this is different.
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And don't forget to add extremely tedious Battle with enemies that are damage sponges behind every corner, You don't want them to actually enjoy the Battle system
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okay but moxie as strength would be iconic