Post-Mortem
(This post is part of the same Game-a-Week class!)
This was my first real foray into the RPG Maker engine: I'd gathered a couple of the earlier engines through various Steam promotions, but it wasn't until I picked up VX Ace during this class (via, of course, another Steam promotion) that I really gathered the focus necessary to sit down and learn how it worked. When I learned the theme was 'Chain Reaction', the part of my brain that came up with ideas was invaded by the part that wanted to use the shiny new RPG Maker engine I'd just gotten my paws on to create the idea of 'what if the 'chain' was a fetch quest in an RPG?' And so, I set to work.
Using knowledge I gained from my very brief poking around in 2003 and XP, I began assembling a map. I eventually set up a sort of donut-shape, with six screens all connected in a loop. It's not a very necessary loop, considering that you can just as easily walk back through the town for essentially the same distance, but I thought it was fun to have them all connected for some reason, so connected they were.
As I went, I began making the NPCs. After getting over that NPCs are technically events, they came along pretty nicely. I knew that getting them to all have various goals or needs that formed a chain would probably feel a little contrived, but I did my best and I think it turned out okay, or at least just a little silly. I'll take being a little silly.
I had the player start next to a burnt-out campfire mostly just to have something in their starting screen, and after they adventure to the right a little they'll find a guardian spirit to point them in the right direction, including directing them back to the campfire if the player hadn't interacted with it yet. The player can talk to her again if they're lost on what to do next, or if they want to end the game. All the items for the chain were pretty easy to set up and write little blurbs for, and the logic for checking for them in the inventory for each interaction was pretty simple as well. It's not the most complicated game I'll ever write, but it was fun.
So that was the 'chain' set up. The 'reaction' was a bit more complex. The player can talk to the spirit at any time in order to end the game, and she has dialogue for ending with each item in the chain. I would have liked to do a bit more with this reaction part, but I'd fallen into the old trap of 'started making the thing too late and ran out of time for cool stuff'. Especially when I'd have to account for 6 different items and scenarios, it was easier to just end the game after ending the quest. A lame pun will have to suffice over any true 'reaction'... but that's fine. Lame puns are fun. (For a later week, the theme was 'The Sequel', and I briefly considered making a sequel to this game, picking up after this quest. But again, having six different scenarios to start with was a total non-starter, and I ended up having to take the L on that one.)
Speaking of ending the game, just before uploading the game to itch, I slightly improved the credits to work better, using what I learned making a later game. It's probably against the spirit a little, but it was the one part of the game that I truly wasn't happy with, so now was as good an opportunity as any to fix it.
In the end, I had a lot of fun making this. RPG Maker had stopped feeling like an impenetrable mystery right before my eyes. I know it's a really simple engine, quite literally advertised as 'so simple a child can learn it', but for some reason after using Unity and Unreal for a long time, RPG Maker kinda entered this sort of blind spot in my expectations of what a game engine is that made it make no sense at all (or maybe that was just 2003 and XP...). Now that I've cleared that up for myself, I can start getting some real value out of this $70 engine that I got for free. And isn't that what life's about?
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