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Messages - cavemanK

1
General Discussion / Re: Finding a market? [RMVX ACE]
October 18, 2016, 07:39:01 am
Quote from: Zexion on October 17, 2016, 02:26:40 pm
if you are planning on selling it the story really has to be worth paying for. Personally ive yet to see a game utilize an abs in a way that id be willing to pay specifically for that aspect of the game. It's fine if the game has an abs but, unless it is super fun and nice to look at, I wouldnt make it the focus of the game.


I agree! I wouldn't really say ABS is the focus. I use it to represent the parts which you play through the game you design while playing.
2
General Discussion / Finding a market? [RMVX ACE]
October 17, 2016, 08:01:15 am
I'm in the midst of developing Class Rules had the opportunity of participating in a marketing workshop for games last week.

One of the central points of criticism that I received revolved around landing on a target audience. I was wondering if anyone could provide suggestions or particular things that I should keep in mind.

What kind of demographics should I be considering? Do you think I should emphasize the action-comedy (I'm using an ABS), or the romance/narrative side more in promotional material?

For a bit about the game:

Class Rules is a game about being a game design student, and meeting the everyday challenges that must be overcome in order to deliver on a compelling game for your end of year project. Relationships, rivals, and a nefarious plot to take control of the galaxy stand between you and becoming a coveted GAME DESIGNER -- can you succeed against all odds?

You can find more here.

Thanks =)
3
Projects / Games / Re: Class Rules
May 19, 2016, 05:09:25 pm
Yesss!  8)
4
Projects / Games / Re: Class Rules
May 19, 2016, 03:56:40 pm
What should I add to get it moved?
5
Building Levels in RPG Maker VX Ace

(You can find this original post at : http://classrules.ca/game-development/level-design-building-levels-in-rpg-maker/)


Now that some of the basic parameters of levels design have been addressed in the last post, I think it's a good time to get into some of the juicy details of exactly how a level transitions from the conceptual stages to becoming an actual playable experience. Please keep in mind that the way I do things is not the only way to do it, it's just the way that I've learned to work myself.




The Level


 



The level I'm going to be building in this series of posts is going to be the very first scene of Class Rules. RPGs have the bad reputation of taking a while to get the player actually into playing the game, so I designed this opening as means of allowing the player to game their way through the selection of their primary skills.

This scene takes place during a club fair at Vince's high school. Mechanically, this is where the player will choose what their character will be proficient in. There are different students set up around the gymnasium and in the sketchy parking lot place outside. The player will be able to choose up to 3 main skills here, but will be able to learn and improve other skills throughout the game.However, the three skills chosen here will start the highest and increase the fastest.



 
Designing on Paper




 

I always try to start my designs on paper. It's probably one of the most useful principles I picked up during my time at Sheridan. It ends up saving so much time, effort, and energy that I can't see myself changing my ways anytime soon. Jeff Pidsandy, our level design professor and program coordinator at Sheridan taught us that the designs for many levels will go through tremendous changes over their lifetime.

Level Design is an iterative process, meaning that you should be consistently altering your design as you build it-especially during the earlier stages of the process. Using paper during the early stages of design allows for speedy changes. Even if you're very comfortable within a given environment, you generally have much fewer limitations on paper. If you are aware of the scale you are using (like RPG Maker's tile system, then graph paper may be even more effective because you can plan your spaces more accurately.




RPG Maker

Once settled on the paper design, it's time to actually build the level in the game engine. As I've mentioned earlier, I'm currently using RPG Maker VX Ace to build Class Rules.

I recorded a short series of animated .gifs of me building the level in the in the editor.

The Process

Link to first .gif:https://gfycat.com/FastDescriptiveCaimanlizard
 
When making a new level for Class Rules, I start by matching my map's specifications to the dimensions of the graph paper design. Some levels require more than one sheet, so I adjust the size accordingly. The first part of the .gif above shows this process.Next, I plot out the size of the of the spaces by tracing any indoor borders.This gives me a general idea of how well the design transfers from the paper, and generally how large the spaces are. If the rooms are not arranged correctly or somehow the spaces are not working, I change it.

Link to second .gif:https://gfycat.com/BraveUntimelyDeermouse
 
 The .gif above skips to after the walls and windows were added.I put some of the central props to get a better idea of the spacing, and then Icontinue to tile the floors.Notice how much I change the entrance.
 
Link to third.gif:https://gfycat.com/RequiredCheapAfricanparadiseflycatcher

Finally, here is the level while both floor and wall tiles in. In RPG Maker, it is very simple to change the pattern/tile of a space by using the "fill" tool.For me, that means that this is definitely not the final aesthetic of the space-I can change it as much as I want!Now that the spaces for this part are finished, it's time to start building the characters and function to the level.That will be in the next level design post.


 

You can see the transition of the level as it moved from a simple parti diagram, to a slightly more detailed grid paper draft, and finally to an in-game environment.

Parti Diagram: http://classrules.ca/wp-content/uploads/2016/05/mapsketch.jpg

Paper Draft: http://classrules.ca/wp-content/uploads/2016/05/grid.jpg

In-Game: http://classrules.ca/wp-content/uploads/2016/05/maprpgvx.png 

Next blog will be designing and placing the characters and functionality!

You find more blogs and other info on the website: classrules.ca/dev-blog/. Class Rules is also on Facebook (www.facebook.com/classrulesgame) and Twitter (www.twitter.com/classrulesgame).
6
Welcome! / Re: I come in peace
May 14, 2016, 11:43:48 am
Thanks!

After a little searching I've found some options--we'll see in the near future how they work out.
7
Projects / Games / Class Rules
May 13, 2016, 09:21:44 pm



Class Rules comments on the realities of game development and contemporary millenial lifestyle at large.





The Background

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Through an engrossing story and rounded, relatable characters, Class Rules comments on the realities of game development and contemporary millenial lifestyle at large. Why do people choose to make games as a living? Is "love" meant for everyone? Why do hipsters think they are so cool?  Class Rules is an attempt to answer the pressing questions of our time.

Taking cues from classic 2D titles like Secret of Mana, Final Fantasy, and Legend of Zelda, to contemporary influences like No More Heroes 2, Alistar ++, and Always Sometimes Monsters, Class Rules aims to produce an unique action-comedy experience for both serious and non-identifying gamers.





The Main Story

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At Trafalgar Tech, Vince is finally ready to determine if he is worthy to call himself a true GAME DESIGNER. Further, he and his classmates are tasked with succeeding against all odds: they must enter a suffocating job market dominated by faceless multinational corporations and uninspired hipster start-ups.

Class Rules is Vince's journey through the world of game development: design, party, argue, and charm your way through a virtual re-imagining of Toronto's indie game lifestyle while discovering the many motivations behind the everyday decisions of game developers.





Character Descriptions

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Phil


[spoiler]From Sri Lanka, Phil worked overseas as a game developer before coming to the class. Phil mostly worked on mobile applications during his time at "DuoDense".  Dedicated and driven to show his skills in group settings, Phil is infectiously jovial, and shows a commitment to making games engaging and enjoyable experiences. Great friends and roommates with Bart. Working as a designer on the "Widow/Veteran" game called Eugoogooly. Likes to troll in good will.

Favourite games: Lord of the Rings Online
SMITE





Katherine


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Katherine was born and raised in Canada, but moved to the Netherlands with her family during high school. Katherine usually keeps to herself, and has  been that way as long as she cares to remember.
Keen and adventurous, Kat started playing games seriously leading up to her move to Europe. She took particular interest after learning her first scraps of code and modding a popular online shooter.
Kat is interested in immersing players in entirely different settings and space-times. She is devoted to making sure the experience is as seamless as possible.
A capable programmer, Kat is not really concerned with the dynamics of classroom politics and years to focus on creating something up to her standards of play experience.

Favourite game: System Shock 2
[/spoiler]




Features


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Real-Time and Turn-Based

Use a fluid combination of both real-time and turn-based combat to argue, smash, trick, frag, and flirt your way through a myriad of enemies, puzzles, and challenges.

Cater Your Experience

Build your own character and personalize your story with over 12 unique abilities like skateboarding, cooking, or mic skills, providing tons of different ways to get through the game.

Naughty or Nice?

Your choices matter! Be mindful of how you treat your classmates. Do your best to create or eliminate drama while navigating an evolving college landscape complete with group projects, lectures, and hook-ups.

Get Your Design On

Learn and apply real-life game design principles to help your team build a successful game project and succeed at the game. Guide the structure of levels, parts of story, and even when the player is given special tools and weapons!

Some of the features I will be adding for the next build:


  • Dating and Romance

  • Cellphone/SMS

  • Skill/Profciency Specialization System

  • Microgames (5-10 second games that represent different tasks)

  • World Map and Location Navigation

  • Quest Log

  • Enhanced Lighting/Visual Effects

  • Classroom Performance Rating

  • Improved Combat (Direction fixing, more weapons, revamped melee







Screenshots

The Pictures:
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[spoiler]


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Download

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The download is here for those who REALLY want to play the prototype. TBH, I would prefer if you did not as I am coming out with a new build within the month that will be much more polished and has a host of new features. Though--if you're really set on playing this prototype of Class Rules, I'd love to hear your comments!

The link : https://drive.google.com/open?id=0B7bJHw6-XgZLQjRjSU9rUHc2b1k


Thanks!

For more info, follow us on Facebook (www.facebook.com/classrulesgame) or Twitter (www.twitter.com/classrulesgame), or visit us at classrules.ca for more info!
8
Welcome! / I come in peace
May 13, 2016, 08:13:52 pm
Hello CP,

You've got a great community here -- I've spent some time lurking around the resources and project pages. It will be great to communicate with so many like-minded people.

I am a game designer/educator/curator from Mississauga in Canada, and I'm currently developing my own 2D action-comedy RPG dating sim in RPGVXA named Class Rules (you can find more info at classrules.ca!) I am going to make a proper project page shortly! :haha:

I also have started a development blog about Class Rules (classrules.ca/dev-blog/) that has some tutorial parts I think would be a good fit. Is there an easy way to convert html posts in this editor?

I will see you all around the forums!

Cheers