30 Apr 2016

RPG Maker MV: Designing A Message Window

After I finished my RPG Maker Basics tutorial series I was spurred-on to continue this into making a very tiny, but fully functional game, complete with a story. The cool part is I already have the story. I’m taking a book idea I’ve had for years now and using it.

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25 Apr 2016

Gearing up for RPG making

I made a small series of RPG Maker MV Basic tutorials for beginners that I feel really good about. I’m preparing to start another series, but wanted to combine this with the result of having a tiny, but fully realized RPG when finished. The build-up and rundown for it so

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18 Feb 2016

[GCS]Designing difficulty into your game: Variance. Part 1 of 3

When adjusting difficulty, there’s much more than observing how hard or soft an enemy hits a player-character. Enemy strength matters, but games usually have too much complexity. Viewing difficulty in your game as only one dial to be cranked up or down is insufficient. Difficulty can be looked at as something that

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22 Jan 2016

[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

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19 Aug 2015

“Mapping the Way to Release” [GCS — Zelda Classic]

This week for Game Creation Station, I want to talk about a good problem to have: a finished product that you are ready to get out there to the world. This appealed to me as a good topic to write about because I am in the final touch-up stages with Episode I

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12 Aug 2015

Game Creation Station: Options, Options Everywhere

Today I decided to take a break from my project and talk about something that has been on my mind.  It started with Enterbrain and Degica, the companies behind the RPG Maker series, announced a new product.  Titled RPG Maker MV, this new entry in the long running franchise adds

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05 Aug 2015

“Developer Fatigue & Burnout – How to Cope?” (A GCS Special!)

Developer fatigue is no laughing matter. In fact, next to funding issues I’d say it’s the second major reason that a plethora of projects (fan-made all the way to AAA) don’t see the light of day. Over the years, I’ve seen a ton of fan-games and indie games that looked

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02 Aug 2015

Game Creation Station Recommends Legionwood – Tale of Two Swords

One of the big draws to working in the Hobbyist game creation field is the fact there are so many games available to play.  This is also one of the big drawbacks.  The amount of relatively easy to use game creation tools on the market leads to a flood of

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29 Jul 2015

Game Creation Station: City Bound

I ended my last column by discussing my intentions about starting a game design document. I’m still working on that, but it isn’t something that is completed yet. This week I think I’ll forgo talking about story and game design and dive back into the RPG Maker XP toolset. I’ve

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22 Jul 2015

Zelda Classic: Puzzled about Puzzles! [GCS]

The other day, while I was working on Zelda: Sword of Moria, an interesting revelation occurred to me: It’s a lot harder to design puzzles and challenges for games than it is to simply get through them. You see, I was working on a puzzle in a new dungeon I

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