5 Small Tips to Improve Your Project Workflow

It’s one of those the small things that counts.

These are a series of tips, focusing on the little things that you can add to increase the overall quality and create a more professional feel to your project.

1. Baloon Expressions

Baloon Expressions, you might have seen it work and perhaps used it yourself but are you sure how much difference this event command can make in your project? Most of the time, people who try out your demo or play your games skips through the messages to get on with the game. With baloon expressions, the current dialog can be shown to the player not only through words, but with a visual aspect of what the character is feeling. This also makes transition between character feelings to be less surprising to the player.

2. Tint Screen and Sound Effects combo

Ever though of making an intense chase between the main character and the minions of villains? Or the release of a vicious beast from within a cave? You want to make these come alive, but it just seemed that…it takes up too much of your time. Let me introduce to you : Tint Screen and Sound Effects! For instance, creating an intense chase can be done with a dark screen and simply a couple of sound effects played in the background – this way the player can use their own imagination to visualize how the chase can be. However, using this kind of cutscenes too much will result in… low-quality gameplay.

3. Using Labels Effectively

Ack, skipping those events and introduction is a pain! How come I have to endure the whole thing every time I want to test the new events/maps I’ve made? Well, this is where labels come in! The “Label” and “Jump to Label” command is useful not only for basic eventing, but also for overall testing. Put those commands in introduction/openings and remove them when releasing a demo. Not only it saves time, it’s simple to do! Insert those two short event commands, and you’re done!

4. Say “No” to Ambitious Dreams

This is something I’ve said to people for some time now, and from experience it’s proven to be true. Ambition = Abandoned Project. You can insist on continuing an ambitious project of yours, but it’s either going to be abandoned or the result would not be up to your original expectation. Think small, think the smallest idea you have – and then work from there. We all want a fantastic journey of fantabulous wonder across the continents, sailing the stormy seas, battling demons all over the world -kind-of-adventure but that’s just an idea. As an RPG Maker you should first ask yourself, “Is that doable?”, “Can I commit to this project?” ,”Do I have the required skills to do this?”

5. Play other people’s demos

See what other people have achieved, and compare it with your project. What makes them so special, what good things they have in them, and what can you do with YOUR own project? Once you get the hang of rpg maker, you’ll see those games not in the eyes of a gamer, but in the eyes of a game developer. Analyze and apply it to your game.



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