Ambitious, but rubbish

Hi everyone!

So, I’ve been looking back at both my project proposal and project plan, and I’ve noticed something; I’ve bitten off more than I can chew. My proposal detailed a highly ambitious project, and the project plan was supposed to be followed to make it possible. However, due to unforseen circumstances, it appears that I’m not going to be able to do everything that I wanted to do. So I’ve decided to scale it back a few steps.

Instead of having an epic opening, I’m going to have a more low-key introduction that allows me to properly place in-game tutorials for the players benefit. I’m also going to throttle back the main plot that I had planned. I wanted to include a massive war, castle-building city-sim elements, and a full blown character development system. Instead, I’m going to focus on more of an adventuring party dynamic, inspired by Grimgar, as I mentioned in a previous post. I’m not sure if I’m gonna be able to include any of the city-sim elements, but to be frank, it’s not a great loss. All I was trying to do with that one was show off what systems I could produce using RPG Maker MV‘s eventing system. But now, I’d rather get a solid core gameplay experience set up, and worry about massively complex mechanics later.

I am still going to have a story driven main questline, but I’m gonna use a quest system for the most part. It’s very similar to the Pokémon Mystery Dungeon series, where the main story is interspersed with quests that the player can undertake in order to gain experience, money, and items. By doing it this way, I can keep my storyline simple and effective, without too much exposition or boring level-grinding.

I have three and a half weeks at this stage to get this entire project finished, so this has to work. No second chances.

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