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Collaborative cultural heritage video game creation
Production Co-Game
By Jordi Martos
1. Introduction
In this presentation we are going to take a look into the production
phase of the video game creation process.
We must know:
• The mission.
• Goals.
• And strategy of the project.
There are today several game creation applications out on the net for
nonprogrammers, each of which give us different possibilities and
require different levels of computing knowledge.
1.1. Game production
A certain kind of video game creation software was specifically chosen
because of its possibilities not only in the creation process but also
because of its results.
The tool we need is a 2D RPG creator, and, specifically, the software we
will be using throughout this guide is RPG Maker (version VX Ace).
How we implement, break or transform them depends entirely on us:
• There are items and an inventory to save them. These items are
linked to the mechanics of the game and the story the player may use
them in order to achieve something.
• There are actions and abilities. The character must have something
that he or she does linked to the mechanics of the game.
• There is experience and leveling up. By advancing an RPG game, the
character will gradually become better at his or her abilities. Gaining
enough experience (out of finishing quests and carrying out
particular actions), brings the character to become better at what he
or she does, thus unlocking new possibilities on the game.
RPG Maker VX Ace general interface
2. Getting started
2.1. The production process
The production process consists of several phases, which, to carry them
through, we will need different activities within our game creation
software.
• Collecting resources .
We need to have a series of image and audio files.
RPG Maker has enough of them to make a full video game, however,
those are just a preselection that may not suit our needs. That’s why we
most probably will need to look for new files on the Internet or even
create our own.
• Drawing maps .
Technically, in RPG Maker maps are what we also call scenarios, i.e. the
physical places where most of the action and the story of the game
takes places.
• Editing objects .
RPG Makes has a database we can edit, where most of the elements of
the game are stored: characters, classes, items, enemies, animations,
tilesets, etc. There are a lot of different elements we can create and
then implement them on the game mechanics.
• Programming events.
Once we have a place where the story occurs and the characters and
other objects that will appear on it, it’s time to make something happen.
We need to program everything that happens in the game, such as a
short dialogue, or a way to control time. We will see how the events
editor works, what tools we work with (switches and variables) and
some examples of this.
Important note: there is no need to code, since all this is done on an
interface for nonprogrammers.
2.2. Starting a new project
The first step on the production phase is to collect all graphical and
audio resources for the game.
We will take a look to RPG Maker to familiarize with the software and so
we know where to manage the resources we are going to collect within
the next section.
New project dialogue box
2.3. The interface
Map editor
The first thing we see, is the map editor.
Here is where we will draw, organize and save all our scenarios.
As it can be seen in the image below, there’s an area where we can draw
(a), the tiles we use to draw (b) and the area where all maps are saved
and listed (c), where now there is only one map saved called “MAP001”.
Database
The database is the place where we create and edit most of the
elements that will appear on the game plus other useful tools we can
arrange for ourselves:
• Characters
• Items
• Battle elements
• Tilesets and other general options for the game such as vocabulary
Database interface
Resource manager
This is the place where we can import all the graphic and audio files we
need for the game, each of which can be implemented and edited on
different sections of RPG Maker.
Also, RPG Maker already comes with a handful of resources of each type
and here is where we can visualize them.
Resource manager interface
Other essential and useful options
Character generator.
Regarding the files for “Characters” and “Faces” images (as called on the
resource manager, but also commonly known on the net as “sprites” and
“facesets” respectively), RPG Maker VX Ace comes with a simple editor where
we can create those files.
To access it, go to “Tools”, “Character Generator”.
Script editor.
On RPG Maker there is also the possibility to edit code for further
customization of the game we are creating. RPG Maker VX Ace uses Ruby
programming language, whereas RPG Maker MV uses Javascript.
Exporting a game.
Finally, RPG Maker VX Ace gives us the option of exporting our game right into
Steam Workshop (for further details on how it works, go to
https://steamcommunity.com/workshop/ ).
3. Collecting game resources
Every RPG Maker version comes with a library of resources called, until version
VX Ace, RTP (Run Time Package).
3.1. Game consistency
we have to take into account one very important issue:
game consistency.
That’s how we call the aesthetic coherence of our game. In other words, we
must avoid mixing images or music of different styles.
Let’s see an example.
If our game has childish look, all the elements that appear on the screen must
look alike. We would never introduce on that game a character drawn in a
futuristic style, wouldn’t we? This is the case of the image below. At least one
character feels like shouldn’t be there. They even have different shadow
shapes!
3.2. RPG Maker resources
If we decide to create image files for the game by ourselves, we have to
carefully take into account several rules (standards) for each type of graphical
resource. All of them are 2D images and their size, content and distribution
along the canvas is different in every case.
A good advantage of using RPG Maker is that there are lots of resources we
can download for free on the Internet. The community is strong, wide and has
been there for many years. So it will not be difficult for us to find resources.
Animations
We can create animations on the database using these image files.
Any compatible image file we import here will appear on the “animations”
section of the database so we can create them.
Battle backgrounds
In the resource manager called “battlebacks”, these are images work as a
backgrounds for the battle system of a game, which is a game interface
different than the maps. To make it easy to understand: if the player is fighting
enemies in a forest, then the battle background should be the image of a
forest.
Battle graphics
The resource manager calls them “battlers”.
These are the pictures of the enemies that appear during a battle.
Characters
These are the images we use to create both our characters or NPC
(NonPlayable Characters) and they appear on the map.
If we preview a character file, we will notice that they are distributed in a grid,
each of its squares having the same character in a different position (normally
facing up, down, left, right-with three positions each: right step, still, left step).
This is how characters look when moving around a map.
Face graphics
These files contain faces for characters which we can make appear on
dialogues and on the game menu the player uses to manage the main
characters.
Parallaxes
Sometimes we may want to combine our maps with background images, such
as skies. These are called parallaxes and are an optional but rather useful and
probably beautiful way to enrich the graphics of our game.
Pictures
This works for showing pictures in the middle of the game and their usage is
varied: narrating a flashback, showing a treasure map, etc.
System
Here we will find several images that are used for particular moments: icons,
balloons, start battle effect, airship shadow, the “game over” image and
window skins.
Tilesets
These tilesets are used to draw maps. RPG Maker has very specific rules on
how these pictures have to be distributed within the image file, how many of
them we need to create a tileset, and how the software interprets them to
implement them on the map editor.
Titles
These are the pictures we use to create the main title of the game, which is
the first interface the player sees when running our game and where the main
menu is.
Audio resources
There are four kinds of audio resources on RPG Maker. Remember that, as well
as with graphics, we have to import them on the resource manager but we
have to go to “Tools”, “Sound Test” to test them.
As you can see on either of these windows, the types of audio are the following:
BGM: background music. The music for our game, wherever we want it to be played: on the
title screen, maps, battles, cutscenes, etc.
BGS: background sound. Sounds that are played continuously such as rain,
wind, a fireplace, etc.
ME: music effects. Short musicals pieces that are played at certain moments
like victories, finding a special object, losing the game, etc.
SE: sound effects. Short sounds that are played for a certain circumstance, either in battle (we
may use them when we create animations) or on the map. RPG Maker has lots of them, such
as battle movements, animal sounds, bells, menu sounds, etc.
Movies
RPG Maker also lets us import video files.
They work as the general pictures: there is no specific implementation on the
RPG Maker database or events programming, but we can show them
whenever we want during the game, for instance, at the start of a new game
as an introduction.
4. Drawing maps
The physical places where our game takes place, either when playing or when
watching a cutscene, are called maps on RPG Maker.
We can also call them scenarios and they can be whatever we imagine: a town,
a small room, a forest, a cave or even a world map.
4.1. Create a new map
This will create a new map on the list. But we can also create a new map
hierarchically under a previously existing one, right clicking on it and click on
“New Map”.
Organizing maps this way is useful in moments such as when we have several
maps that correspond to different rooms of the same building and we want to
place them, on the map list, under a same group.
Two ways of organizing “MAP001” and “MAP002”
We have to take into account that even after creating the map, we can always
come back to this screen and change options by right clicking on the name of
the map in the bottom left list and clicking on “Map Properties”.
Map properties dialogue box
4.2. Drawing tools
Let’s have a look at the drawing tools. On the map editor (main RPG Maker
screen) there is a tool bar on top.
RPG Maker VX Ace toolbar
In the picture above each colour square is marking a set of tools.
• Red square. This is the “undo” button. It works as everywhere: if we make a
mistake, we can undo it just clicking here.
• Green square. There are three different editing modes for the maps.
 The first button, “Map”, is the drawing mode. Click here to use the tiles to draw the map.
 The second button, “Event”, is the event editing mode. With this mode enabled we can no
longer draw but instead, we can program events by clicking on a tile. We will see how this works
in the events programming section.
 The third button, “Region”, is the region editing mode and it lets us set regions on the map by
assigning an ID (a number between 1 and 63). This way we can program events that depend on
the localization of the map. It is normally used to indicate which and where random battles will
occur, but is has other uses since we can call a region ID when programming events.
Blue square. These are the drawing tools per se . When activated the drawing
mode we can change the shapes under which tiles will be drawn. This is very
useful since sometimes we will need to fill large areas with one kind of tile,
and sometimes just specific tiles. The last button is used to draw shadows.
Normally shadows appear automatically but we can add or remove them with
this tool.
Orange square. These buttons comprise the zoom tool, very useful when
editing large maps.
4.3. Drawing a small village
First of all we have to edit the properties of our map. Click on the name of the
map of the bottom left list and click on “Map RPG Maker has several of them
available, but we can create more on the database. For now, choose the tileset
“exterior” since we are going to draw an outdoors place. Also, have fun
selecting a background music and sound (note that we can vary their volume
and pitch for further customization). Click OK.
The fist thing we have to draw is the floor, water and roads. On top of these we
will draw the rest of elements. Fill in all the map with a floor tile and then add
water on a small area. Then, draw a road that crosses the map from one side
to the other.
It should look something like this:
Select a facade and draw a simple rectangle, and then another one for the roof
on top. This is the simplest way to create buildingsof course, there are more
complex ways.
After that, fill more spaces with other elements that can be found on sheet A, such as
fences, stairs, secondary roads, etc., until having something similar to this:
Here are two examples of what you should not do, and an appropriate one.
In the first one, the elements are too repetitive and it has a very low variety of
them.
The second one is very chaotic, there are elements blocking the passage and
there is even a bridge that leads nowhere.
Correctly
4.4. Playtest
First of all we have to make sure that our character (if we haven’t created any
yet, RPG Maker assigns a character to our game by default) starts the game on
the map we just created.
4.5. Drawing an indoors map
Introducing some other simple events like the starting position.
Choose a ceiling tile and draw the perimeter
of the map. Then choose a wall tile and draw
the walls right under the ceiling tiles, from the
top down (never on the sides or from the
bottom up, since we are working on a 2D
graphics video game).
To draw the entrance to the building, we have
to paint floor on top of the ceiling in the
particular place we want the characters to go
in and out of the building. Following the same
logic, we can extend the ceiling tiles in order
to create separations for rooms.
Our idea for this map is to create the inside of
one of the buildings from the first map, so we
are going to make a B&B. This is the result:
4.6. Connecting two maps
Now that we have two maps, we should make the character be able to go in and out
each of them.
This is made by using one of the most common and basic events on RPG Maker:
teleports.
We can quickly create teleports from the event editing mode of the map, right clicking
on the tile we want to create the transfer on, going to “Quick Event Creation” and
then clicking on “Transfer” or “Door” (we will use the transfer on the indoor map and
the door on the outdoor map), and finally selecting the destination on the dialogue
box that will appear.
5. Database editing
The database is the section on RPG Maker where we can create a wide number
of game elements.
The database has a large amount of information we can create and edit, some
of which is very specific in terms of what data we have to introduce.
Most of the sections of the database have lists of elements (characters,
objects, status effects, etc.).
These lists have already several entries by default. Whereas it is not
recommended to use them, it is very useful to leave them untouched so we
have references and examples for our own creations.
5.1. Characters and skills
The first two sections of the database are used to create the characters for our
game, the ones we play with (not NPC!).
We can introduce the name, a nickname, a description or short biography, a
sprite, a face, etc.
In RPG games, characters normally have a class (also called profession), which
is a set of characteristics that define the abilities of the character: how strong,
intelligent, fast, etc., the character is.
In the database we can create our own classes on the sheet “Classes”.
On the “Classes” section we can edit several elements:
• Experience . As a character advances on the adventure, gains experience
points. When they reach a certain amount, the character levels up, which
means that his/her abilities will get better and may unlock other features
like learning new skills. Here we can decide the amount of experienced
needed to level up on each level, thus creating the experience curve.
• Abilities . On the area “Parameter Curves” we can edit which amount of ability
points increase per level of the character.
The abilities are used normally in battles and are: health, magic, attack, defense,
agility and luck.
The way we use them, and the terms we use to rename them (on the “Terms” section
of the database) will define which and how the abilities work on our game.
Than means that even though “magic” is called like so, we can change the name of
this ability and decide when and how it is used.
• Skills . Here we can add what skills the character with this class learns and
at what level. However, it is possible to teach a new skill to a character with
events editing.
If we want our character to learn the skill of recovering health points when
reaching level 3, we will add that skill here. But if we want the character to
learn this skill after completing a missing, regardless of his/her level, then we
have to add the skill on an event that is activated after finishing a mission.
• Features . Here is a list in which we can add a wide number of elements
that will characterize more particularly the class (or the character if we do
the same on the “Actors” section).
On classes, there are some features that appear by default, such as the ability
to evade attacks and the kind of weapons the character can use.
Classes section on database
As we have seen before, these can be taught to our characters, but so can be
to enemies.
Creating a skill has lots of options we can edit. Here we strongly recommend to
have a close look to each of these with time and patience.
Here it will be very useful to see how the already created skill have been done.
Generally, skills use a character’s abilities and other parameters to do a special action
during battle or on the map.
One of the parameters that is used here is TP (Technique Points), which are points
that characters gain by using skills and then can be spent on special and stronger
skills.
The use of TP is completely optional and can be disabled on the “System” section of
the database”.
Note that the possibility to use a certain skill type can be added or removed on the
“Class” section, in “Features”. This means that we can limit what kind of skills can a
character learn and use.
Each skill can have an animation associated with, and they are created on the
“Animations” section of the database.
Skills section on database
5.2. Items and equipment
Another important element on RPGs are items.
We can divide them into two big groups: general items and equipment.
The general ones are used at certain moments during a game, they can be
consumable or not, and they have varied uses.
Equipment are normally non consumable objects that characters can wear, thus
incrementing the values of their abilities as long as they are wearing them. Any item
or piece of equipment can be left on the maps: inside chests, for instance, or in
possession of a NPC or in a store.
On RPG Maker we can create both kind of items in the database.
The section “Items” is for the general ones, and “Weapons” and “Armor” sections are to
create equipment.
All items are easy to create and have a wide range of possibilities.
We can create a items that help characters in combat, that teach them new skills, that unlock
new possibilities or objects that just by having them change the course of the action in the
game.
In the case of equipment, we can also assign them a type (among the ones created on “Terms”
section) and adjust the change of the abilities (parameters) in the character.
Items section on the database
5.3. Enemies, battles and animations
The battle system
One optional but very common part of a game made with RPG Maker is the
battle system.
Besides maps and menus, the battle screen is another interface the player can
find on a game.
These battles can start two different ways: randomly walking on a map (we
edit this on the “Map Properties” screen) or activated by an event.
On the battle screen we will have the option of making our characters fight by
selecting options for each of them.
The skills appear inside the menu “Fight”, whereas most abilities remain hidden in the
battle screen since it’s a lot of information that we better manage outside of battles.
The only three abilities that appear here are HP (Health Points), MP (Magic Points)
and, if enabled, TP (Technique Points).
The rest of abilities, along with the skills used, will decide the how many HP each
character and enemy loses, and how many MP and TP they spend.
Battle screen on RPG Maker VX Ace
Editing enemies on the database
In the database we create several elements that appear on battles.
Some of them we have already edited, such as certain elements of classes and
skills.
The others are enemies, troops and animations (also, whatever we introduce
in certain parts of the “Terms” section will vary the options available during a
battle).
Note that animations can also be used on a map for cutscenes.
In order to make a battle appear on our game we need to have a troop and, to
create a troop, we need enemies to fill it with.
So first of all we have to go to the “Enemies” section of the database and
create one.
Also, here we decide how many experience points, money and items an enemy
drops if defeated.
After creating a least one enemy, we have to go to the “Troops” section of the
database and create a new one.
On a troop we can decide how many enemies we add and their position within
the battle screen.
We can even program events to occur during a specific battle against a troop in
the “Battle Event” area-so a fight can have a bit of narrative too, since we can
program dialogues, change the course of the battle under certain conditions,
etc.
5.4. Other database sections
Tilesets
As explained during the map drawing tutorial, on the “Tilesets” section of the
database we can create and edit our own tilesets.
Common events
Normally events are placed in a map, like a door that is programmed to
transfer the player from on map to another.
System
This is where we customize several general options for our game, such as title
screen, some of the music, sound effects, vehicle placing, etc.
Terms
Here we can edit the vocabulary of our game, the one that the player will read.
Also, we can edit the lists of equipment and skill types, and elements.
6. Programming events
This is the most complicated yet the most interesting part of RPG Maker.
We need events to have dialogues, NPCs walking around our maps,
shops, puzzles, and an infinite range of other possibilities.
6.1. Event screen
To create a new event on a map we have to be on the map editor, switch
to the event editing mode and double click on a tile or right click on it
and select “New Event”.
Let’s say we want to create an event that shows us a text when our
character is facing a sign drawn on the map. In this case, we will create
the event on the tile with the sign.
We created an event on a tile with a sign
Our goal is that every time the character is in front of the sign and the
player touches the action button, a text will appear that says “Welcome
to the Mayor’s House”.
This is even simpler than a door, but useful to see the basic options of
the event creator screen.
We will see how some of the commands work.
Commands dialogue box
(1st tab)
So for our first event, we only have to edit the following options: give a
name to the event on the top of the events screen, choose priority
“same as characters”, choose as trigger the “action button”, choose the
graphic of a sign only if we didn’t draw it on the map and add just one
command: “show text” with the text “Welcome to the Mayor’s House”.
At the end, the screen should look like this:
And when playing, if we bring our character to the sign and touch the action
button, this is what should happen:
6.2. Using switches
If we want to create more complex events, we will need to use switches
and variables.
These are programming commands that keeps information about a
value that can be used for something else. For example, we may want to
create an event that only occurs if another event has occurred before.
In this case we will use a switch, because switches keep an on/off
information about a value (in this case, there would be a switch that
keeps track on whether an event has happened or not). To know about
the use of variables, see the next section.
It should look like this:
Now it’s time to tell the game when to turn on that switch, since all switches,
by default, are off. If our idea is to make that NPC admit that she is the Mayor
after our protagonist has read the sign, then we must turn on the switch in the
event of the sign.
It will look like this:
6.3. Using variables
Another important element for programming are variables.
Unlike switches, they do not keep an on/off information but they keep a
numerical value.
They work also as conditions for events and we can control their value
on events by assigning them a number.
Let’s say we want to create a situation in which the player has to light up
some fireplaces and once having lit 3 or more, the character will receive
a gift from an old man, which can be an item or money.
Now, this page should
look like this:
This is how page two of this
event should look like:
With this mini game we just created, besides learning how to use variables we
are also teaching something to the player.
If this is programmed to be one of the first maps of our video game, telling the
player that he/she will receive a reward after doing an activity that implies
moving a character.
Of course, the possibilities of the game mechanics are much wider.
6.4. Creating a short cutscene
Look where on the map we placed it:
Both pictures are the same page of the event:
When creating an event like this, it is required to test it many times.
Don’t be afraid of doing it as many times as you need. After all, we need
to check the results of all our events, correct the mistakes and learn by
doing so.
Collaborative cultural heritage video game creation
Text by Dani Velasco
Presentation by Jordi Martos
Production Co-Game

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Production RPG Maker.

  • 1. Collaborative cultural heritage video game creation Production Co-Game By Jordi Martos
  • 3. In this presentation we are going to take a look into the production phase of the video game creation process.
  • 4. We must know: • The mission. • Goals. • And strategy of the project.
  • 5. There are today several game creation applications out on the net for nonprogrammers, each of which give us different possibilities and require different levels of computing knowledge.
  • 7. A certain kind of video game creation software was specifically chosen because of its possibilities not only in the creation process but also because of its results. The tool we need is a 2D RPG creator, and, specifically, the software we will be using throughout this guide is RPG Maker (version VX Ace).
  • 8. How we implement, break or transform them depends entirely on us:
  • 9. • There are items and an inventory to save them. These items are linked to the mechanics of the game and the story the player may use them in order to achieve something.
  • 10. • There are actions and abilities. The character must have something that he or she does linked to the mechanics of the game.
  • 11. • There is experience and leveling up. By advancing an RPG game, the character will gradually become better at his or her abilities. Gaining enough experience (out of finishing quests and carrying out particular actions), brings the character to become better at what he or she does, thus unlocking new possibilities on the game.
  • 12. RPG Maker VX Ace general interface
  • 15. The production process consists of several phases, which, to carry them through, we will need different activities within our game creation software.
  • 16. • Collecting resources . We need to have a series of image and audio files. RPG Maker has enough of them to make a full video game, however, those are just a preselection that may not suit our needs. That’s why we most probably will need to look for new files on the Internet or even create our own.
  • 17. • Drawing maps . Technically, in RPG Maker maps are what we also call scenarios, i.e. the physical places where most of the action and the story of the game takes places.
  • 18. • Editing objects . RPG Makes has a database we can edit, where most of the elements of the game are stored: characters, classes, items, enemies, animations, tilesets, etc. There are a lot of different elements we can create and then implement them on the game mechanics.
  • 19. • Programming events. Once we have a place where the story occurs and the characters and other objects that will appear on it, it’s time to make something happen. We need to program everything that happens in the game, such as a short dialogue, or a way to control time. We will see how the events editor works, what tools we work with (switches and variables) and some examples of this. Important note: there is no need to code, since all this is done on an interface for nonprogrammers.
  • 20. 2.2. Starting a new project
  • 21. The first step on the production phase is to collect all graphical and audio resources for the game. We will take a look to RPG Maker to familiarize with the software and so we know where to manage the resources we are going to collect within the next section.
  • 25. The first thing we see, is the map editor. Here is where we will draw, organize and save all our scenarios.
  • 26. As it can be seen in the image below, there’s an area where we can draw (a), the tiles we use to draw (b) and the area where all maps are saved and listed (c), where now there is only one map saved called “MAP001”.
  • 28. The database is the place where we create and edit most of the elements that will appear on the game plus other useful tools we can arrange for ourselves: • Characters • Items • Battle elements • Tilesets and other general options for the game such as vocabulary
  • 31. This is the place where we can import all the graphic and audio files we need for the game, each of which can be implemented and edited on different sections of RPG Maker. Also, RPG Maker already comes with a handful of resources of each type and here is where we can visualize them.
  • 33. Other essential and useful options
  • 34. Character generator. Regarding the files for “Characters” and “Faces” images (as called on the resource manager, but also commonly known on the net as “sprites” and “facesets” respectively), RPG Maker VX Ace comes with a simple editor where we can create those files.
  • 35. To access it, go to “Tools”, “Character Generator”.
  • 37. On RPG Maker there is also the possibility to edit code for further customization of the game we are creating. RPG Maker VX Ace uses Ruby programming language, whereas RPG Maker MV uses Javascript.
  • 39. Finally, RPG Maker VX Ace gives us the option of exporting our game right into Steam Workshop (for further details on how it works, go to https://steamcommunity.com/workshop/ ).
  • 40. 3. Collecting game resources
  • 41. Every RPG Maker version comes with a library of resources called, until version VX Ace, RTP (Run Time Package).
  • 43. we have to take into account one very important issue: game consistency.
  • 44. That’s how we call the aesthetic coherence of our game. In other words, we must avoid mixing images or music of different styles.
  • 45. Let’s see an example. If our game has childish look, all the elements that appear on the screen must look alike. We would never introduce on that game a character drawn in a futuristic style, wouldn’t we? This is the case of the image below. At least one character feels like shouldn’t be there. They even have different shadow shapes!
  • 46.
  • 47. 3.2. RPG Maker resources
  • 48. If we decide to create image files for the game by ourselves, we have to carefully take into account several rules (standards) for each type of graphical resource. All of them are 2D images and their size, content and distribution along the canvas is different in every case.
  • 49. A good advantage of using RPG Maker is that there are lots of resources we can download for free on the Internet. The community is strong, wide and has been there for many years. So it will not be difficult for us to find resources.
  • 51. We can create animations on the database using these image files. Any compatible image file we import here will appear on the “animations” section of the database so we can create them.
  • 53. In the resource manager called “battlebacks”, these are images work as a backgrounds for the battle system of a game, which is a game interface different than the maps. To make it easy to understand: if the player is fighting enemies in a forest, then the battle background should be the image of a forest.
  • 55. The resource manager calls them “battlers”. These are the pictures of the enemies that appear during a battle.
  • 57. These are the images we use to create both our characters or NPC (NonPlayable Characters) and they appear on the map. If we preview a character file, we will notice that they are distributed in a grid, each of its squares having the same character in a different position (normally facing up, down, left, right-with three positions each: right step, still, left step). This is how characters look when moving around a map.
  • 59. These files contain faces for characters which we can make appear on dialogues and on the game menu the player uses to manage the main characters.
  • 61. Sometimes we may want to combine our maps with background images, such as skies. These are called parallaxes and are an optional but rather useful and probably beautiful way to enrich the graphics of our game.
  • 63. This works for showing pictures in the middle of the game and their usage is varied: narrating a flashback, showing a treasure map, etc.
  • 65. Here we will find several images that are used for particular moments: icons, balloons, start battle effect, airship shadow, the “game over” image and window skins.
  • 67. These tilesets are used to draw maps. RPG Maker has very specific rules on how these pictures have to be distributed within the image file, how many of them we need to create a tileset, and how the software interprets them to implement them on the map editor.
  • 69. These are the pictures we use to create the main title of the game, which is the first interface the player sees when running our game and where the main menu is.
  • 71. There are four kinds of audio resources on RPG Maker. Remember that, as well as with graphics, we have to import them on the resource manager but we have to go to “Tools”, “Sound Test” to test them.
  • 72. As you can see on either of these windows, the types of audio are the following: BGM: background music. The music for our game, wherever we want it to be played: on the title screen, maps, battles, cutscenes, etc. BGS: background sound. Sounds that are played continuously such as rain, wind, a fireplace, etc. ME: music effects. Short musicals pieces that are played at certain moments like victories, finding a special object, losing the game, etc. SE: sound effects. Short sounds that are played for a certain circumstance, either in battle (we may use them when we create animations) or on the map. RPG Maker has lots of them, such as battle movements, animal sounds, bells, menu sounds, etc.
  • 74. RPG Maker also lets us import video files. They work as the general pictures: there is no specific implementation on the RPG Maker database or events programming, but we can show them whenever we want during the game, for instance, at the start of a new game as an introduction.
  • 76. The physical places where our game takes place, either when playing or when watching a cutscene, are called maps on RPG Maker. We can also call them scenarios and they can be whatever we imagine: a town, a small room, a forest, a cave or even a world map.
  • 77. 4.1. Create a new map
  • 78. This will create a new map on the list. But we can also create a new map hierarchically under a previously existing one, right clicking on it and click on “New Map”.
  • 79. Organizing maps this way is useful in moments such as when we have several maps that correspond to different rooms of the same building and we want to place them, on the map list, under a same group.
  • 80. Two ways of organizing “MAP001” and “MAP002”
  • 81. We have to take into account that even after creating the map, we can always come back to this screen and change options by right clicking on the name of the map in the bottom left list and clicking on “Map Properties”.
  • 84. Let’s have a look at the drawing tools. On the map editor (main RPG Maker screen) there is a tool bar on top. RPG Maker VX Ace toolbar In the picture above each colour square is marking a set of tools.
  • 85. • Red square. This is the “undo” button. It works as everywhere: if we make a mistake, we can undo it just clicking here. • Green square. There are three different editing modes for the maps.  The first button, “Map”, is the drawing mode. Click here to use the tiles to draw the map.  The second button, “Event”, is the event editing mode. With this mode enabled we can no longer draw but instead, we can program events by clicking on a tile. We will see how this works in the events programming section.  The third button, “Region”, is the region editing mode and it lets us set regions on the map by assigning an ID (a number between 1 and 63). This way we can program events that depend on the localization of the map. It is normally used to indicate which and where random battles will occur, but is has other uses since we can call a region ID when programming events.
  • 86. Blue square. These are the drawing tools per se . When activated the drawing mode we can change the shapes under which tiles will be drawn. This is very useful since sometimes we will need to fill large areas with one kind of tile, and sometimes just specific tiles. The last button is used to draw shadows. Normally shadows appear automatically but we can add or remove them with this tool. Orange square. These buttons comprise the zoom tool, very useful when editing large maps.
  • 87. 4.3. Drawing a small village
  • 88. First of all we have to edit the properties of our map. Click on the name of the map of the bottom left list and click on “Map RPG Maker has several of them available, but we can create more on the database. For now, choose the tileset “exterior” since we are going to draw an outdoors place. Also, have fun selecting a background music and sound (note that we can vary their volume and pitch for further customization). Click OK.
  • 89. The fist thing we have to draw is the floor, water and roads. On top of these we will draw the rest of elements. Fill in all the map with a floor tile and then add water on a small area. Then, draw a road that crosses the map from one side to the other.
  • 90. It should look something like this:
  • 91. Select a facade and draw a simple rectangle, and then another one for the roof on top. This is the simplest way to create buildingsof course, there are more complex ways.
  • 92. After that, fill more spaces with other elements that can be found on sheet A, such as fences, stairs, secondary roads, etc., until having something similar to this:
  • 93. Here are two examples of what you should not do, and an appropriate one.
  • 94. In the first one, the elements are too repetitive and it has a very low variety of them.
  • 95. The second one is very chaotic, there are elements blocking the passage and there is even a bridge that leads nowhere.
  • 98. First of all we have to make sure that our character (if we haven’t created any yet, RPG Maker assigns a character to our game by default) starts the game on the map we just created.
  • 99. 4.5. Drawing an indoors map
  • 100. Introducing some other simple events like the starting position.
  • 101. Choose a ceiling tile and draw the perimeter of the map. Then choose a wall tile and draw the walls right under the ceiling tiles, from the top down (never on the sides or from the bottom up, since we are working on a 2D graphics video game).
  • 102. To draw the entrance to the building, we have to paint floor on top of the ceiling in the particular place we want the characters to go in and out of the building. Following the same logic, we can extend the ceiling tiles in order to create separations for rooms.
  • 103. Our idea for this map is to create the inside of one of the buildings from the first map, so we are going to make a B&B. This is the result:
  • 105. Now that we have two maps, we should make the character be able to go in and out each of them. This is made by using one of the most common and basic events on RPG Maker: teleports. We can quickly create teleports from the event editing mode of the map, right clicking on the tile we want to create the transfer on, going to “Quick Event Creation” and then clicking on “Transfer” or “Door” (we will use the transfer on the indoor map and the door on the outdoor map), and finally selecting the destination on the dialogue box that will appear.
  • 107. The database is the section on RPG Maker where we can create a wide number of game elements. The database has a large amount of information we can create and edit, some of which is very specific in terms of what data we have to introduce.
  • 108. Most of the sections of the database have lists of elements (characters, objects, status effects, etc.). These lists have already several entries by default. Whereas it is not recommended to use them, it is very useful to leave them untouched so we have references and examples for our own creations.
  • 110. The first two sections of the database are used to create the characters for our game, the ones we play with (not NPC!). We can introduce the name, a nickname, a description or short biography, a sprite, a face, etc. In RPG games, characters normally have a class (also called profession), which is a set of characteristics that define the abilities of the character: how strong, intelligent, fast, etc., the character is. In the database we can create our own classes on the sheet “Classes”.
  • 111. On the “Classes” section we can edit several elements: • Experience . As a character advances on the adventure, gains experience points. When they reach a certain amount, the character levels up, which means that his/her abilities will get better and may unlock other features like learning new skills. Here we can decide the amount of experienced needed to level up on each level, thus creating the experience curve.
  • 112. • Abilities . On the area “Parameter Curves” we can edit which amount of ability points increase per level of the character. The abilities are used normally in battles and are: health, magic, attack, defense, agility and luck. The way we use them, and the terms we use to rename them (on the “Terms” section of the database) will define which and how the abilities work on our game. Than means that even though “magic” is called like so, we can change the name of this ability and decide when and how it is used.
  • 113. • Skills . Here we can add what skills the character with this class learns and at what level. However, it is possible to teach a new skill to a character with events editing. If we want our character to learn the skill of recovering health points when reaching level 3, we will add that skill here. But if we want the character to learn this skill after completing a missing, regardless of his/her level, then we have to add the skill on an event that is activated after finishing a mission.
  • 114. • Features . Here is a list in which we can add a wide number of elements that will characterize more particularly the class (or the character if we do the same on the “Actors” section). On classes, there are some features that appear by default, such as the ability to evade attacks and the kind of weapons the character can use.
  • 115. Classes section on database
  • 116. As we have seen before, these can be taught to our characters, but so can be to enemies. Creating a skill has lots of options we can edit. Here we strongly recommend to have a close look to each of these with time and patience. Here it will be very useful to see how the already created skill have been done.
  • 117. Generally, skills use a character’s abilities and other parameters to do a special action during battle or on the map. One of the parameters that is used here is TP (Technique Points), which are points that characters gain by using skills and then can be spent on special and stronger skills. The use of TP is completely optional and can be disabled on the “System” section of the database”. Note that the possibility to use a certain skill type can be added or removed on the “Class” section, in “Features”. This means that we can limit what kind of skills can a character learn and use.
  • 118. Each skill can have an animation associated with, and they are created on the “Animations” section of the database. Skills section on database
  • 119. 5.2. Items and equipment
  • 120. Another important element on RPGs are items. We can divide them into two big groups: general items and equipment. The general ones are used at certain moments during a game, they can be consumable or not, and they have varied uses. Equipment are normally non consumable objects that characters can wear, thus incrementing the values of their abilities as long as they are wearing them. Any item or piece of equipment can be left on the maps: inside chests, for instance, or in possession of a NPC or in a store.
  • 121. On RPG Maker we can create both kind of items in the database. The section “Items” is for the general ones, and “Weapons” and “Armor” sections are to create equipment. All items are easy to create and have a wide range of possibilities. We can create a items that help characters in combat, that teach them new skills, that unlock new possibilities or objects that just by having them change the course of the action in the game. In the case of equipment, we can also assign them a type (among the ones created on “Terms” section) and adjust the change of the abilities (parameters) in the character.
  • 122. Items section on the database
  • 123. 5.3. Enemies, battles and animations
  • 125. One optional but very common part of a game made with RPG Maker is the battle system. Besides maps and menus, the battle screen is another interface the player can find on a game. These battles can start two different ways: randomly walking on a map (we edit this on the “Map Properties” screen) or activated by an event.
  • 126. On the battle screen we will have the option of making our characters fight by selecting options for each of them. The skills appear inside the menu “Fight”, whereas most abilities remain hidden in the battle screen since it’s a lot of information that we better manage outside of battles. The only three abilities that appear here are HP (Health Points), MP (Magic Points) and, if enabled, TP (Technique Points). The rest of abilities, along with the skills used, will decide the how many HP each character and enemy loses, and how many MP and TP they spend.
  • 127. Battle screen on RPG Maker VX Ace
  • 128. Editing enemies on the database
  • 129. In the database we create several elements that appear on battles. Some of them we have already edited, such as certain elements of classes and skills. The others are enemies, troops and animations (also, whatever we introduce in certain parts of the “Terms” section will vary the options available during a battle). Note that animations can also be used on a map for cutscenes.
  • 130. In order to make a battle appear on our game we need to have a troop and, to create a troop, we need enemies to fill it with. So first of all we have to go to the “Enemies” section of the database and create one. Also, here we decide how many experience points, money and items an enemy drops if defeated.
  • 131. After creating a least one enemy, we have to go to the “Troops” section of the database and create a new one. On a troop we can decide how many enemies we add and their position within the battle screen. We can even program events to occur during a specific battle against a troop in the “Battle Event” area-so a fight can have a bit of narrative too, since we can program dialogues, change the course of the battle under certain conditions, etc.
  • 132. 5.4. Other database sections
  • 134. As explained during the map drawing tutorial, on the “Tilesets” section of the database we can create and edit our own tilesets.
  • 136. Normally events are placed in a map, like a door that is programmed to transfer the player from on map to another.
  • 137. System
  • 138. This is where we customize several general options for our game, such as title screen, some of the music, sound effects, vehicle placing, etc.
  • 139. Terms
  • 140. Here we can edit the vocabulary of our game, the one that the player will read. Also, we can edit the lists of equipment and skill types, and elements.
  • 142. This is the most complicated yet the most interesting part of RPG Maker. We need events to have dialogues, NPCs walking around our maps, shops, puzzles, and an infinite range of other possibilities.
  • 144. To create a new event on a map we have to be on the map editor, switch to the event editing mode and double click on a tile or right click on it and select “New Event”. Let’s say we want to create an event that shows us a text when our character is facing a sign drawn on the map. In this case, we will create the event on the tile with the sign.
  • 145. We created an event on a tile with a sign
  • 146. Our goal is that every time the character is in front of the sign and the player touches the action button, a text will appear that says “Welcome to the Mayor’s House”. This is even simpler than a door, but useful to see the basic options of the event creator screen.
  • 147. We will see how some of the commands work. Commands dialogue box (1st tab)
  • 148. So for our first event, we only have to edit the following options: give a name to the event on the top of the events screen, choose priority “same as characters”, choose as trigger the “action button”, choose the graphic of a sign only if we didn’t draw it on the map and add just one command: “show text” with the text “Welcome to the Mayor’s House”.
  • 149. At the end, the screen should look like this:
  • 150. And when playing, if we bring our character to the sign and touch the action button, this is what should happen:
  • 152. If we want to create more complex events, we will need to use switches and variables. These are programming commands that keeps information about a value that can be used for something else. For example, we may want to create an event that only occurs if another event has occurred before. In this case we will use a switch, because switches keep an on/off information about a value (in this case, there would be a switch that keeps track on whether an event has happened or not). To know about the use of variables, see the next section.
  • 153. It should look like this:
  • 154. Now it’s time to tell the game when to turn on that switch, since all switches, by default, are off. If our idea is to make that NPC admit that she is the Mayor after our protagonist has read the sign, then we must turn on the switch in the event of the sign. It will look like this:
  • 155.
  • 157. Another important element for programming are variables. Unlike switches, they do not keep an on/off information but they keep a numerical value. They work also as conditions for events and we can control their value on events by assigning them a number. Let’s say we want to create a situation in which the player has to light up some fireplaces and once having lit 3 or more, the character will receive a gift from an old man, which can be an item or money.
  • 158. Now, this page should look like this:
  • 159. This is how page two of this event should look like:
  • 160. With this mini game we just created, besides learning how to use variables we are also teaching something to the player. If this is programmed to be one of the first maps of our video game, telling the player that he/she will receive a reward after doing an activity that implies moving a character. Of course, the possibilities of the game mechanics are much wider.
  • 161. 6.4. Creating a short cutscene
  • 162. Look where on the map we placed it:
  • 163. Both pictures are the same page of the event:
  • 164. When creating an event like this, it is required to test it many times. Don’t be afraid of doing it as many times as you need. After all, we need to check the results of all our events, correct the mistakes and learn by doing so.
  • 165. Collaborative cultural heritage video game creation Text by Dani Velasco Presentation by Jordi Martos Production Co-Game