Worst RPG you've ever made

Started by GrimTrigger, May 02, 2012, 11:26:21 pm

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GrimTrigger

Maybe here, including myself, have probably churned out a few incomplete and/or terrible games while learning the ropes. Describe the worst game you've ever made...(It need not be a completed one.)

1.Describe your game's general theme.
2.What made it so terrible?
3.What made you abandon it if you chose to do so?
4.(If you didn't follow the above route, what did you do to change it?)
5.Do you feel you learned anything from it or was it just a waste of time?


I'll start:

1. Game was a craptastic potpourri of ideas ripped from Golden Sun, Breath of Fire, and various smaller titles. Typical save the world drama with the hero being the epitome of generic protagonists. (strong silent type orphan boy who learns to fight from old guy.)

2. Zero coherent story. Essentially killing your way across the land (would be fun if that was the point) and trying to save the world from monsters. Plot points contradicted themselves to the point where once I sat down and played through it, I realized I had ended up becoming the bad guy by accident. (Killing all those people evidently makes you a mass murderer if they aren't clearly defined *bad guys*.) I tried to incorporate real world issues like poverty, war, politics, but it came out so non-directional that you felt like you were spinning your wheels (so to speak.) Classic case of trying to do too much without a written out plan. Storyline felt like a procession of mini-quests, with no unifying theme. Also, game was using only original RMXP graphics, no scripts, and my knowledge of eventing was so limited I had to have switches for every little action. Battles were either insanely long and boring, or balanced poorly, leading to spamming of healing items constantly. The mapping was so bland, chugging a bag of flour would have more of a flavorful kick than exploring the realm. On top of all this, I had MASSIVE eventing errors, and there were a few doors and npcs that would crash the game, give you endless free stuff, and one accidentally sent you to face the final stage of the game right from the beginning (since I hadn't learned how to make conditional branches properly yet.)

3. Horrible everything. I had altered so much stuff in the game, I found it easier to restart completely.

4. N/A (recycle bin graveyard)

5. I learned more from examining other people's work, and learning how to make scripts work. I did, from my own failures, learn an organizational trick. I break the world up into regions, and set the first map of each region to be a blank map with common game events like lights, doors, npcs, chests, etc. I give it a regional name, and add new maps under it/  I make the regions maps as sub-regions within this context, so I can bring up one region with all it's locations easily and neatly. I have all the events I need at the ready, and am able to find what I'm looking for rapidly.


Share with me your horror stories.




MarkHest

May 03, 2012, 07:05:34 am #1 Last Edit: May 04, 2012, 05:46:35 pm by MarkHest
I have only worked with a single game in my RMXP days, that game is The Missing Part. If i think back to the days when i were a COMPLETE beginner of RMXP i realize just how extremely bad i was at everything. I could barely use any events exept the Text Messages i didn't know how to properly use the animation/wait command and the Move Route command confused the HELL out of me!!
There is so much i have learned over the last year and when i look back i just go: "Wow..."

As i said, i have only worked with one game, but i have remade it several times and i still find myself going back to my most earliest progress to remake it into something better. For exmaple; When i see a poorly made dialog i just feel the NEED to remake the whole conversation. Adding more movements, a bit more information in the speech and better detailed as well as fixing grammar, adding animations etc...

I'll tell you how the game was originally supose to be.

As some of you might know, The Missing Part was originally meant to be a crazy game. It was meant to be ONLY funny and to not hold anything logic about it what so ever. However, i changed my mind about that and changed the entire game.
This is how the game started...

You start off in the exact same map as you do in the Demo i have right now, only back then it was a (15, 25) size map.
The Main Characters(Eilzie) talk about something irrelevant and then the mysterious girl in the demo (purple hair) shows up and calls the Main Character a noob, then teleports away. The Main Character then becomes furious and decides to chase after the Purple Haired girl and takes a friend(Nali) with her. So they face a few chellanges along the way and eventually meets her again where Eilzie shout to her that she wants an appology from her. However the Purple haired girl tells her that she is a noob and an epic battle begins. After she is defeated a plot is revealed and strange stuff begins to happen...

I know, it's hillarious xD (in a sad kind of way, for some)

I guess i could share how long it took for me to realize how to use Events Properly but... i'd rather not.
   

GrimTrigger

Quote from: MarkHest on May 03, 2012, 07:05:34 am
I guess i could share how long it took for me to realize how to use Events Properly but... i'd rather not.


I have no problem admitting my constant failures with this game. (See my new thread about RMXP going haywire on me.) I don't know about you, but I find the first hour of a game to the most important. It's the crucial "sell it" time, where the player decides to continue or ditch the game. In addition, I find the early game, where you are weak and confused, to be the most fun. I find the endgame part of a project to be be the least exciting, for me....

That being said, my first failure of a game had massive levels of crappy dialogue which I used to force the story to progress. It was some lame "oh the world is dangerous, we need a hero...blah blah" rubbish. I have a problem transitioning from the early game innocence of exploration and leveling to the story-plot heavy content of mid-game events.