![]() Your focus instead should be on simply learning how it all works. I wouldn't plan out the first game to be the "ultimate game people love". Step 1: Your 1st RPG game should be with default stuff just so you get a feel for how the game maker works. It wasnt alot, but it still felt good that people took the time to dl it. At the very least 3 people were downloading every month for about 6 monthd(before i took it down). I put an unfinished demo up on my itch once and didnt even advertise it. If your expectations arent unrealistic, and you arent trying to "reinvent the wheel" i think its hard to be dissatisfied with just uploading a game and letting anyone play it. So outside of reviews/recommendations, an interesting title, an easy to grasp premise and some sort of hook that compells people to be curious about it, are gonna be your secret weapons.īut i also people love games. ![]() The average person spends less that 20 seconds looking media before they choose to stay or keep browsing. So in that case, good word of mouth and presentation as a "product" is what will get me. The only real roadblock is finding good ones and being able to pick them apart from the crowd. I woudnt ever be against playing a game made mostly with default assets. This is just one way to do things, of course. If your game is not meant to confuse and derail, then you're better off making maps that are small with interconnecting transfer points and notable landmarks/design choices. ![]() This presents problems for you, the developer, and often causes players to feel overwhelmed/lost in-game. If you're going to add something that doesn't make sense in the context of real life, that's where you storytelling/exposition comes into play, and have the game explain why this rainforest has snowmen in it for some reason or something.Īlso, you'll notice an unfortunate trend where people make maps that are WAY too big. So go ahead, don't worry about the assets, but take your time designing an area and try to think a little when you make a forest or a cave, or a town or whatever, try to ask yourself if certain elements in those maps would make sense in a real-life equivalent of those maps. Or rather, it doesn't matter "as much", so long as your actual GAME(gameplay/story/etc.) is your saving grace. It doesn't matter which assets you use, so long as the environment and layout "makes sense". Umm, yeah, you can tell I've had bad experiences with people who don't know basic environmental design, to say the least. You would not BELIEVE the amount of people who think making a forest map is just vomiting out grass tiles and trees/bushes in giant square patterns and call it a day.Īdd a stream here, maybe a cliff edge there, a small pond there, some rocks here, use different flora, LIVE A LITTLE GOD WHY IS THERE NOTHING BUT TREES THAT ARE THE SAME SIZE IN THIS SECTION, FORESTS DON'T WORK LIKE THAT JESUS CH. Sure, just as long as it's done right(i.e.
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