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Rule 1: If you're a beginner, DO NOT make a Final Fantasy/Pokemon/Borderlands/Ultima/<insert console game here> clone. The sheer amount of content will crush you, your spirits, and your lifespan.
Rule 2: Always, always, ALWAYS code the battle engine first. Don't even worry about story right now. Get characters and a couple enemies and make that beast of a battle system now. It will kick you in the face later if you don't do it early.
Rule 3: Make sure your menus/GUI and button configuration are the same throughout.
Rule 4: BALANCE YOUR FORMULAS! Attack, Defense, Speed, Stat Gain, Level Up, EXP... Make it all realistic. I shouldn't be able to kill a LV 10 with an uber-randomed LV 2.
Rule 6: Immersing the player doesn't involve super-awesome graphics. It's the fusion between storyline and gameplay. Innovation is key on this point.
Rule 7: Draw ALL of your sprites and tiles first!
Rule 8: Have a basis to start on when it comes to stats. Just because you know a Fighter's stats at max level doesn't mean that should be your starting point. Work from the ground up.
Rule 9: Write your story on paper first. It will help organize your thoughts.
Rule 10: Code your program in subroutines. I don't care if you hate them. It will help.
Quote from: Raylin on August 02, 2010, 09:29:27 pmRule 4: BALANCE YOUR FORMULAS! Attack, Defense, Speed, Stat Gain, Level Up, EXP... Make it all realistic. I shouldn't be able to kill a LV 10 with an uber-randomed LV 2.On the other hand, make sure that a LV 9 char won't get instantly killed by a LV 10 enemy, then instantly kill that enemy when he reaches LV 10. Either the game difficulty will rise too fast or it will get too easy if you are over-leveled. ANOTHER IMPORTANT THING (IMHO): Make sure the first game enemies are not too hard, or at least if they are, make sure leveling up is fast enough with them! To be honest, if I try a RPG and can't even beat the first few enemies at all, I will be tempted to give up and delete the whole thing.