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Re: RPG Guide Tips (v0.0.1)

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thedestroyer115 is not online. thedestroyer115
Joined: 19 Dec 2010
Total Posts: 11546
23 Dec 2012 04:29 PM
Hello, if you are creating a RPG right now or are thinking about creating one read these helpful tips.


Tip #1: Terrain
Don't use terrain. I tried to do so, even though one of my friends (ninjasheep) told me not to. Your AI will have a tough time getting over terrain to follow you. They also will constantly trip on the terrain. Although you may think it would be awesome to have a huge map the terrain has to offfer the cons weigh more than the pros.

Tip #2: Artificial Intelligence (AI)
You may take this one for granted, but the design of your AI will be a major part of your RPG. You may have your AI follow players based on their position, but this isn't really realistic unless the enemy AI is actually hunting players. You should make them follow players if they get attacked first. This allows the player to decide if he/she wants to engage the enemy, and allows players to move through your game without worrying about AI chasing them.

Tip #3: Maps
Small. Big. Huge. What should you choose? It depends on what your game is about. If your game is about skills (mining, crafting, smelting, etc...) then you want a huge map to be able to fit all the areas for the skills without crowding. If your game is about fighting you want a big to huge map, so players have lots of room to fight the AI. A small to big map can be useful for a small RPG fixed on a storyline. But really, you can use a big/small/huge for any of the purposes I listed.

Tip #4: Graphic User Interfaces (GUIs)
These are a must in RPGs. They are a huge part of the gameplay. Make sure they look pretty, using tweening and friendly easy-on-the-eyes colors. GUIs need to be spaced properly, allowing the user to have some room. GUIs should either be all in one central location or on the sides of the players screen. It is always annoying to have a GUI in the middle of your screen.

Tip #5: Storylines
I personally never really found use in storylines, but in my new RPG I intend to create one. Storylines add depth to your game, and allows players to have excitement to see what happens next. Make sure your storyline is not dull, and has some sort of reward attached to it. A cutscene can be very valuable to a story, and I personally find them fun to create.

Tip #6: Inventory Systems
A good inventory system allows some organization for the players tools. It may seem difficult to create, but I will release a basic inventory system in my models sooner or later for study.

Tip #7: Hats and Clothing
Many RPGs award hats and clothing to the players. You could give your player a plain starting character, and allow them to purchase or scavenge clothing and hats. Then players can then select which hats they want. This allows your RPG to have its own sort of ranking system, better players have better hats/clothing.

Tip #8: Difficulty
Your RPG should be fairly difficult, and shouldn't be a smooth ride to the end. You want your players to come back over and over again, trying to reach the end while getting better and better stats. While being difficult, your RPG shouldn't be too difficult. You don't want your players quitting.

Tip #9: Instructions
Though some players ignore these, they are always good to have. They give players reference, and allows them to remember how to play the game after a leave. Instructions can take many forms, from a NPC giving them out or through a main menu.

Tip #10: NPCs
Give your NPCs a personality, it adds depth to your game. Allow players to chat with NPCs, and create many different choices for conversation. NPCs are essential to a RPG, from merchants, ordinary townspeople, or quest givers.


There will be many more tips in the next guide, but for now I need suggestions. Thanks for reading!
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ninjasheep is not online. ninjasheep
Joined: 26 Apr 2008
Total Posts: 11934
23 Dec 2012 05:13 PM
Not bad. I'm glad you included the part about Terrain.
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TheAwesomenessDude is not online. TheAwesomenessDude
Joined: 17 Jul 2011
Total Posts: 11602
23 Dec 2012 07:41 PM
Add in something that says don't put level 1000000000000000 monsters and swords that cost 10000000000000000000000000000000000000000000000000000000 cash.
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ninjasheep is not online. ninjasheep
Joined: 26 Apr 2008
Total Posts: 11934
23 Dec 2012 07:53 PM
Well, I suppose you could always just read this:

http://www.roblox.com/Forum/ShowPost.aspx?PostID=73492309
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thedestroyer115 is not online. thedestroyer115
Joined: 19 Dec 2010
Total Posts: 11546
29 Dec 2012 12:58 PM
#bump
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thedestroyer115 is not online. thedestroyer115
Joined: 19 Dec 2010
Total Posts: 11546
25 Feb 2013 02:36 PM
Two months bump.
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rashiel123 is not online. rashiel123
Joined: 27 May 2008
Total Posts: 56
24 Apr 2013 12:42 AM
In addition, I think I have an extra thing to share.

Time-based events (For Complex RPGs/Those with a lot of time on their hands/Those who noticed this as they played 'Skyrim').

I noticed from most RPGs that the shops don't really have an opening/closing time at all.

The NPCs you'd normally get quests from aren't feeling alive at all since they just stand in one place only. It'd be better if players had to look for NPCs as a passtime for example, around the village to give them (NPCs) actual objectives to follow, and an actual daily life.

Extra tips in developing; Economics (This came from the game 'Spiral Knights')

In RPGs that involve trading and crafting, it'll be a recommendation to have some resources, items and recipes circulate around the game through the shops. The more you sell these kinds of items to a shop, the more they tend to appear in that shop. You can request trades in an auction house, and see if people will accept it or not.

Extra tips in developing; PvP (This is for those which have a well developed combat system)

People will eventually want to challenge one another in terms of combat. The answer to this can be PvP. Taking note that RPGs have levels which represent the overall stats of a character, the first thing that comes into their minds would be the problem of being overwhelmed by high-leveled players. There can be set handicaps, level-ranges and extra options to balance this out. Every time a setting is adjusted in the match, it cannot be started until a short countdown has passed to prevent players from being scammed in a match.
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cntkillme is not online. cntkillme
Joined: 07 Apr 2008
Total Posts: 44956
24 Apr 2013 01:42 AM
Ignore everything "thedestroyer115" says, he stole that post from haterdeleted
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ninjasheep is not online. ninjasheep
Joined: 26 Apr 2008
Total Posts: 11934
24 Apr 2013 06:24 AM
Proof? He has always been a really smart game developer, and I have a hard time believing he stole this without admitting he did.
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thedestroyer115 is not online. thedestroyer115
Joined: 19 Dec 2010
Total Posts: 11546
24 Apr 2013 08:48 AM
@Cntkillme
Like ninjasheep said, please link me to the post from which I 'stole' from.

@Ninjasheep
Yeah, sorry, this cntkillme skid has been following me around and annoying me every chance he gets.
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thedestroyer115 is not online. thedestroyer115
Joined: 19 Dec 2010
Total Posts: 11546
20 May 2013 10:08 AM
Necrobump.
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Maplen is not online. Maplen
Joined: 19 Sep 2012
Total Posts: 545
21 May 2013 07:46 PM
Voxels are evil anyways.
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FLYMEGATRON21 is not online. FLYMEGATRON21
Joined: 02 Aug 2009
Total Posts: 381
21 May 2013 10:08 PM
Great guide! :) Would it a good idea to use the new ingame store system to buy clothes for your character ingame from the catalog?
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thedestroyer115 is not online. thedestroyer115
Joined: 19 Dec 2010
Total Posts: 11546
22 May 2013 08:41 AM
No, not really. You want your players to earn the clothes, and purchasing something would defeat the purpose.
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FLYMEGATRON21 is not online. FLYMEGATRON21
Joined: 02 Aug 2009
Total Posts: 381
22 May 2013 05:11 PM
Okay then, though I still believe it can be pulled off somehow.
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thedestroyer115 is not online. thedestroyer115
Joined: 19 Dec 2010
Total Posts: 11546
22 May 2013 05:13 PM
Explain, please.
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Robloxianpilotknight is not online. Robloxianpilotknight
Joined: 29 Dec 2009
Total Posts: 7739
22 May 2013 05:15 PM
Also, program your own battles. Nobody likes the generic AI's, and the free modeled scripts people use for them. Once my current project is done, I will be doing just that.
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thedestroyer115 is not online. thedestroyer115
Joined: 19 Dec 2010
Total Posts: 11546
22 May 2013 05:16 PM
'program your own battles'
You mean AI?
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Robloxianpilotknight is not online. Robloxianpilotknight
Joined: 29 Dec 2009
Total Posts: 7739
22 May 2013 05:23 PM
Sort of. Read this for a better view on what I am saying.

http://www.roblox.com/Forum/ShowPost.aspx?PostID=95156093
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thedestroyer115 is not online. thedestroyer115
Joined: 19 Dec 2010
Total Posts: 11546
22 May 2013 05:59 PM
I don't think that should be a general tip though.
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FLYMEGATRON21 is not online. FLYMEGATRON21
Joined: 02 Aug 2009
Total Posts: 381
22 May 2013 06:01 PM
When I say clothes, I did'nt mean that as in ingame armor or gear to make you stronger, I meant just simple accessories to make your character unique, like a simple polo or a pair of jeans. Any items that would otherwise make you more efficient at the game would have to be earned.
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Fargey1 is not online. Fargey1
Joined: 03 Apr 2011
Total Posts: 1908
23 May 2013 12:01 AM
Purchasing is unique and if there is no purchase i don't find it my type. I don't want to spend hours trying to farm items, i need starting clothing so i want to purchase.
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thedestroyer115 is not online. thedestroyer115
Joined: 19 Dec 2010
Total Posts: 11546
23 May 2013 08:17 AM
These are tips. I am not designing a game for you. You can do whatever you want with your RPG.
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thedestroyer115 is not online. thedestroyer115
Joined: 19 Dec 2010
Total Posts: 11546
29 May 2013 11:20 PM
Bumpidy.
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