Author Topic: Raylin's Rules for Making RPG's  (Read 80266 times)

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Offline DJ Omnimaga

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Re: Raylin's Rules for Making RPG's
« Reply #60 on: October 14, 2010, 04:54:36 pm »
Btw even as experienced coder, you should still keep an eye on those rules. If you made many large RPGs, like Illusiat 7, 9, 10 or 11, good, but afterward, be careful to not jump to a ridiculously large one afterward. I did that with the Reign of Legends 4ever in 2004 and gave up due to the ridiculous amount of maps I would have needed to make. I had experience in making 20 hours long RPGs with more than 3 possible party characters and various features not seen in any other calc RPG, but jumping to a 80 hours long RPG was maybe a bit too much, even after 3 years of RPG coding.

Offline Yeong

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Re: Raylin's Rules for Making RPG's
« Reply #61 on: October 14, 2010, 11:03:45 pm »
Greatest RPG advce ever! I mostly program RPG w/ TI-BASIC!
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Offline Raylin

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Re: Raylin's Rules for Making RPG's
« Reply #62 on: May 06, 2011, 01:51:46 pm »
BUMP and/or necrobump.

Seemed interesting to bring back up.
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Offline aeTIos

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Re: Raylin's Rules for Making RPG's
« Reply #63 on: May 06, 2011, 02:04:24 pm »
Thanks for bumping!
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Offline DJ Omnimaga

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Re: Raylin's Rules for Making RPG's
« Reply #64 on: May 11, 2011, 06:21:07 pm »
Those are really good advices. There are exceptions, of course, but I saw so many RPGs in the past where the author gave up due to doing some of those mistakes.