(Throws the original post in the garbage to keep eyes away from it since I can’t delete it myself.)
Ok, let’s start over. I have been figuring out an idea for a game but programming feels daunting (is that the right), I grow nervous just thinking of attempting that, so I would like someone who knows how it works to help teach me how to…program a simple Roguelike RPG with a grid system with Gamemaker. Don’t mind the first 2 comments, they saw the old post and was responding to that.
Since it’s too much trouble to ask a already good developer to help create the idea, I might as well ask them to help me learn how to do it myself.
If you want to see the game idea yourself and see if you are interested to help bring this idea to life, it’ll be put up over here: An idea for a Weight Gain Adventure RPG - #82 by Retrac
Not a single “world” has been put up yet but I do plan to put all the ideas I think up for each individual “world” as a single entry (1 entry per “World”) once everything I want to do for that world is finalized with story and drawings within the scope of an idea.
I was being serious, I am building up the idea for a simple looking game with big plans where Weight Gain is a feature that can happen to the playable characters or the few humanoid enemies who can be inflicted a Swelling Effect thanks to the expansive Syrem. I don’t know how good the developer should be for this idea, but I’m putting in the attempt to make this work. I’m currently drawing everything I think would be required but also what I personally think is a good idea for what I’m doing.
What do ya mean by a well-made (beep)post, what part of this makes you think that. It was late at night when I did this but I figured I should get this calling out as soon as possible so I can hook up with someone and try to figure out how to do this like with difficulty balancing.
The art I presented was a Tutorial Prison (without fatties because I rather leave that to the professionals since I have no experience with fat art), Restaurant: Area 2 which presents the first enviromental hazard that forces everyone to move, a powerful 1st Main Boss and the 1st Mini-Boss you encounter. I like to view that like a business proforlio, showing others how good I can do with art I am more used to and letting them be the judge for if I’m worthy enough for thier help. Even if nobody comes around for a while, since this is a simpler idea that requires what I believe is less work than my other art/game projects, I believe I can get it all done without motivation issues.
Extra note: I never got any help with the other non-fetishy projects, no comments, PERIOD, so having to work with others is gonna be pretty new to me. BUT I originally made this so I can satisy my own desire within the Fatty Fetish, so I’m gonna hold a fierce grip between what I WANT to keep and what can be changed. And I want this to also be an enjoyable game that people would like to replay and perfect. With a possible hard mode I would like to include only if the developer wants to do more.
(Just looked up what (beep)post meant)…wait, does that mean…is my art really that bad?
I think the problem here is it kinda comes across as you wanting to commission someone to make you a game, using your own art and vision, (for free? presumably?)
so I’m gonna hold a fierce grip between what I WANT to keep and what can be changed.
Rather than looking for a partner to co-develop something.
Basically it’s a lot of work to ask for, with no promise of really anything for said dev unless they really like the bones of the outlined system for some reason.
I wish you luck, but I think you need to change your pitch from exposition dumping the imagined game mechanics (and none of the plot?).
Either that or sit down and try Gamemaker and try your hand at making the first world.
I’m still working on the plot, I’m still around the beginning and I figured having a developer around would be a good idea to try and get a better idea of what I SHOULD be doing when it comes to the main mechanic which is battles. I do got a good idea for how the environments, the main threats, I just…1: wasn’t thinking, clearly, & 2: I didn’t want to spoil it for everyone else…but maybe the art already did that. DANG IT RETRAC YOU SCREWED UP AGAIN.
Also, I did try Gamemaker, though I started with the sprites since I barely knew a thing about how I should do this and ended up falling off due…I don’t know a good reason as to why, laziness, procrastination… and even then it looked pretty crappy because I didn’t understand a thing.
And about what I said, I created this game idea to fuel a desire that I’m not quite seeing on this site revolving around 2D Art. So if that original desire doesn’t make it through, then what’s the point. And after my talk with Amilis, I decided to stick to something that seems easier for me to do.
…I think what I should be asking is if anyone can help me figure out coding, cause I don’t really got alot of money to fly at others faces and I don’t want a certain someone finding out I’m still into this WG stuff because of that money loss.
Sorry if this post felt like a waste of space. I wasn’t thinking this through.
@Retrac it not that your not thinking it through, from my perspective you just don’t know what you don’t know. To be clear this should be expected and is perfectly ok. As a fellow game developer i was once at this stage. While I cannot help directly with programming on your project as i have my own. I hope you will not give up on your own vision and slowly chip away at making your vision a reality.
Some thoughts to get you started. Maybe others in the community can chime in on helpful advice.
Your choice of game engine is like picking the tool that helps you build the game, and also determines what programming language or scripting language you may need to know or find coder that knows to help you build the game. Some game engines require minimal or no actual coding to make a game. If your going to attempt to do some of the coding yourself, I would be asking yourself which language do you think you would have the easiest time learning. Then look at different game engines that use that language for scripting. Also many engines are purpose built for dealing with certain types of games.
There is a reason many games here are made with RPGmaker, Ren’py, and Twine, because they have a low barrier to entry when it comes to skill for making a game or visual novel inside them. Maybe others in the community suggest other engines that are similar in this sense that would be good for a beginner.
Also to get a more experienced developer on board it might be good to get a simple working prototype going in any engine to show conceptually where your trying to go.
Well i don’t know if you will find any of this helpful, but if this sparks any questions please ask and i will try to answer.
Edit: If you had a programming language you knew you wanted to try, me or others may bee able to point you at good resources for learning that language.
Yeah, I’m just gonna stick to drawings and ideas for now, but I plan to build the future battle ideas around the 4 by 4 grid system. Right now I’m drawing the big bad Demon Lord’O Sin who’ll be the fetish freak that takes action into making his fetish something he can touch and play with, thus the Dimensional Mansion setting.
Programming Language? What’s that supposed to be? Again, I never got to actually MAKING a game, I’ve just been trying to create my ideas through art.
My original idea was to work with the simple RPG format, though with the extra ambition in mind that usually comes by when I create something. So I think the best of the easier options for me would probably be RPG Maker since I can make a true GAME on that, but how far can I stretch RPG Maker? The idea’s already settled on using this 4 by 4 grid for the battles, and I’m thinking the cutscenes & any interactions would probably be more similar to a visual novel since I want to show off the full body art as much as possible. Amilis left me with the visual novel suggestion & I personally wanted more.
Hmm…like say a basic tutorial area? That’s planned to be the Prison area, while my 1st Demo (if there is to be one) is planned to go as far as the end of area 1, where you would get to face your 1st main boss.
A programming language is basically the type of programming that’s used (bad explanation, but I’m simplifying it). Unity uses the “C#” programming language, Unreal Engine uses “C++”, and some people prefer “Python”. They all are programming and all do really similar things, but each has a specific syntax and sets of rules that differentiate them.
If you’re super new to development, then the question “What programming language should I use?” isn’t too important in my opinion. You should be asking “What ENGINE should I use?” and then just get comfortable with whatever language that engine uses.
The two most recent RPG Makers, MZ and MV, seem to use “Javascript”. This is very nice to use language that’s great for beginners. If you search things like “RPGMaker MZ Javascript”, I’m sure there are plenty of engine specific tutorials for using Javascript.
You also mentioned Gamemaker, so I should mention that Gamemaker uses GML, or “GameMaker Language”. It’s a language exclusive to GameMaker, but I’m seeing that it’s similar to Javascript and other C languages, so it’s not too extreme. Again, searching “GML tutorial” will probably yield plenty of helpful tutorials for learning it as a whole or just learning a part you need.
Ok, yeah that program language stuff sounds confusing to me. But do you think I can implement the current simpler Rouge-like idea into RPG Maker, with a main battle system that revolves around the 4 by 4 grid & the many forms of attacks + enviromental hazards that effect it? Can RPGMaker do that and be stretched around that idea…I think that’s what I’m trying to ask. I just want to try and keep as much of this idea as intact as possible.
You can probably make the game your talking about in any of the mentioned. However, with that said shoehorning an RPG into Ren’py would be like swimming up a waterfall. RPGMaker is probably the simplest and has a great gui for building most of the simpler components such that you do not have to code everything. A community member already provided a guide on the new weightgaming wiki for how to give food a weight gain effect see here. Also notice the pictures of the the nice gui for describing all your classes, weapons, armor… really does simplify building an rpg.
I agree. RPGMaker already has a lot of infrastructure for rpg systems, for obvious reasons. You’d have to make your own battle system since RPG Maker uses a turn based JRPG system, but it’d still be easier to do so in there than other engines.
I won’t include food as a health item, it’s planned to be used in an optional Risk-Reward Event in the Restaurant and as it’s own enemy group, the Food Type Enemies, who I’m thinking of giving a suicide attack that packs half of thier HP onto you as WEIGHT.
Also HP will instead be your Weight in this project so food items wouldn’t make sense as healing items…unless it’s a risk-infused stat buff item instead. The healing items will just be stuff that could help melt that fat away.
But thanks for that confirmation and the suggestion. I’ll give it a check out.
This guy is actually a Food Type Boss since the Restaurant introduces the enemy type quickly with the loaves, which Burgydras will summon as sacrifices since he’s the only one so far to not share the suicide attack.
(Looks at the price of RPGMaker MZ and metaphorically has glasses shatter as overdramatic effect) 80 BUCKS! That’s alot of money considering the limitations of the household I’m stuck in. I’m definitely taking a step back and giving the idea time to breathe and hopefully get some comments when I post the plans for the “worlds” because OH BOY I don’t know if I want to comit to paying 80 bucks just yet.
Note: I’m already a lil stingy about paying for WG games so I’m not certain this is quite worth the trouble yet.
And when it comes down to whether or not my game would cost anything while I’m on the subject, I think I would leave that to both the artist who’s drawing the WG stuff for me & how much the community believes this game idea should be priced when I showcase more of the project via art & ideas. I’m not entirely confident on placing any price thoughts myself, the community should determine the worth.
It’s understandable that reaction for the price. But consider that you get to keep the engine forever (compared to a limited-time license). RPG maker often gets discounts and considering what it can do and how easy is to use, is very worth it.
When I started on my own project, I was also hesitant on getting any engine, but after some talks and thoughts, I started to think of it as an investment to my goals. Even if I don’t make money out of it, if the game is trash or whatever, the experience you get is very valuable and will allow to understand and learn from it.
RPG maker, while uses javascript, most of the code you can input on it is “pseudo-code”, so you don’t really need to learn javascript unless you want to do something fancy through scripts. Also, there is a ton of plugins that can adds extra functions to your project. I think there are plugins to make RPG maker work the way you want to make your battle system, but i’m not sure.
Even if you decide to not get any engine yet, I suggest to still take notes and have all of your ideas on sheets, paper, anything. So that, the moment you are sure to take the first step, you are ready to pour all of them into your game.
The Steam summer sale is in about 3 weeks time so absolutely hold off from buying anything until then, all of the RPGMaker engines get discounted in each sale. And as Kurikinton said you do get to keep it forever so it’s a better deal in the long run than the monthly/yearly licences you see with some other engines.