Game Creation StationZF Features

[GCS] Learning RPG Maker MV #1

I’m going to show you how insanely easy and quick it is to understand the basics of RPG Maker MV, the latest Maker published by Degica. This Game Creation Station series is not exacting in its delivery. I’m approaching it from the standpoint of a newb who is slowly tinkering with understanding all the basics in a semi-organized fashion. The videos will not be highly searchable for those looking to pin-point when I talk about ‘how to create an NPC dialog box’. From a creator standpoint, that boxes me in and creates a lot of time and work to organize, structure and deliver my content in very controlled specific ways. I think that’s a great way to learn, but I’m jumping in, but staying very basic and building in layers.

Making my own RPG has eluded me long enough, and I instantly discovered it’s really not some hard, brain-bending thing to get started. The main detractors I’ve found are mainly self-imposed limitations or desires. But, once I stripped away my OCD and frustration, I found that it was very quick and easy to start making a working project. In fact, in less than 2 hours I have almost a complete working adventure filled with dialog, a weapon shop, dungeon, boss, quest, treasure and more.

I’ve seen many others creating RPG Maker tutorials on YouTube that usually start by trying to show the process through making an actual game and the main problem I found was through the process they kept trying to strictly control the process and go about it in very specific orders and they usually start way too big.

We’re dealing with the very basics of game development. So basic, that I’m not even coding anything for awhile. I’m using all default functions, which is mainly drag-and-drop and menu-based creation of objects, events and more. I’m also using all stock assets. Even my basic project takes time – it is a basic form of game development after all. But I didn’t want to start with any process of making a real game, just a working project that uses repeatable actions that go into a real game.

Another issue I saw with some tutorials is a lot of ancillary and repetitive actions that just drastically inflate the length of the tutorials. Yes, I want to know how to make a village, but I don’t want to wait for a tutorial to repeat the process of creating a door, NPC or transistion event 15 times. I just need to see it once or twice at best to help it sink in.

So this first project I’m creating as I make my tutorials will be a playable project, but it won’t really be a “game”. I start with a map full of building, but really only use two of those buildings to show how to create a regular interior and a shop interior to have a place to create a shop owner. I’m not going through the motion of creating interiors for all the houses. I don’t need to. I just need to learn how to create one.

I want to have a shop owner so I have an NPC to offer supplies to buy and sell. I’ll include a dungeon to have a basic enemy to fight, a boss, a quest, a treasuer box to open and get items from and that’s about it for the first project. It’s everything one should need to understand how to make a bigger game of their choosing. That alone takes a good bit of time to get through, but hopefully won’t be overkill.

From there, I may start an actual game that I intend to be a game – but it too will be very short in size and scope. I will use this next “real” game to build off of. RPG Maker MV is pretty nice as a development tool. It allows anyone to easily go back, change, add and tweak things at any stage of development. After I complete the game, I can still build on top of it for a long time, to grow the game as my knowledge grows.

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Jeremy Stratton

Jeremy Stratton

Jeremy's lived long enough to see his favorite games making a comeback in High Definition and Indie games with old-school ideals. He also loves cooking and photography.