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A lived-in world.

I had my adoring husband Jerry do a playthrough of the approximately hour and a half of linear, uninterrupted gameplay, and one of the great compliments he gave me was that the dialogue wasn't "cookie cutter."

A frame from the comic "8-Bit Theater" showing a warrior from Final Fantasy I talking to a castle guard. The warrior is saying "I like swords" over and over, while the guard says "Welcome to Corneria!" over and over. 

This pleased me. I'm working to make sure Rora feels lived-in and fresh. I want the world to be something you want to explore and interact with (and a world that rewards you for doing so). 

Screenshot from the game "Rorasuketo," where the player is inside a game store. A group of people sit around a table and the player seems to be talking to an NPC. The dialogue box reads, "Rotting flesh drips from above, and as you look up, dread strikes you heart! A giant, skeletal, one-eyed creature shrieks! You are deafened!"

I feel a bit sheepish describing an hour and a half of gameplay. That's it? That's all I have to show right now? But I stress to myself that it is the linear component. It doesn't count minigames, dates, towns, and other elements that come down the pipeline later. See, I've just been working in chunks, building certain portions when they tickle my fancy. Maybe altogether it's more like 2 hours. The game itself will be probably about 3-4 hours, now that I take a cold, hard look at things.

A screen capture from a movie, where actor Joaquin Pheonix looks haggard while smoking a cigarette. The caption above reads, "Wow! 900 hours in RPG Maker! How many games have you finished?". The screen capture from the movie has the caption, "You wouldn't get it."

I read somewhere recently that approximately 100 hours of RPG Maker time equates 1 hour of gameplay. For me, it's easily more than 100, given how I tend to take the longer, harder road when it comes to workflow and learning curve in most things. I also have to remember that I first built Rorasuketo in RPG Maker VX Ace, then got my hands on the more robust RPG Maker MZ, and rebuilt the whole first 45 minutes of the game from scratch. I've changed the font midway through, which required me to go back and replace all the line breaks for every single dialogue box so that the text didn't run off the edge. (In a dialogue-heavy game, that's murder.) I also tend to undersell the hundreds of hours I've spent creating all original tilesets, sprites, sound effects, fonts, etc. Hundreds of hours easily.

A solo game dev who is also working and going to school, with chronic fits of creative ebb and flow, must remind oneself that they are not a AAA studio. I am at best a C grade shantytown of hobbled together ideas. I'm not going to have a 70-hour epic on my hands. I just have to polish the semi-realistic hope that maybe a dozen or two people spend a few hours in my world.

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