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domingo, 18 de mayo de 2014

RPG Creation Guide

Fuente:

http://www.roblox.com/Forum/ShowPost.aspx?PostID=60112121

Información:

23 Dec 2011 09:55 PM
I've posted pieces of this guide for a few people here over the last month or so, so to make it easier on everyone, I'll post all of it on this thread.
Keep in mind this was made quite a while ago, also that the map part can be used for any game type, really.

So here it is.

If you're reading this, you're probably interested in making your own RPG. Well if you want to make a respectable RPG capable of getting on the front page, you should follow this guide. If you have any questions that are not covered in this kit, message me and I'll try to answer it to the best of my abilities. Also, it's a good thing to have a hand full of place tester, basically just finding all the mistakes you could make or just trying to give you pointers of what to change.


1. Starting Your RPG

RPGs can be the best games, and they can be the worst depending on how it was created. There are two factors that make a good RPG, one is the map, the other is the game-play. An RPG with only one of these two factors is probably not respectable; what would a RPG be with many things to do and kill, but only have a baseplate for a map? Also, what if there was an RPG with a massive well built map, but only two things to kill with one quest? So, the point is that the map and game-play go hand-in-hand, so you need both in almost equal amounts.

2. RPG Naming

Now normally this is a very easy thing, but it it very important to have a successful RPG. Almost all RPGs in ROBLOX normally have '-Scape' somewhere in the name of the RPG, but in my opinion this is the stupidest thing possible. I think this because the creators are only naming it because of how popular the Scape of Rune game is. So when naming ANYTHING in your RPG, never use the names 'Rune' or 'Dragon' or anything else like that. Why this is bad is because it's unimaginative, and when making a RPG, being unimaginative is something you want to avoid at all costs. Although, there are some names that are sort of 'Universal' because they are common materials for swords (ex, bronze, iron, steel). So always remember it use all of your imagination!

3. Map

The map is probably the least important of the two factors, but that does not excuse it's importance. When making your map, do not make it too big, maybe three to four baseplates max, depending on how detailed you make it, and a good rule of thumb is to not go over 4600 bricks for the map. It is recommended to use Cframe as much as possible when making your map, and if you don't know how to Cframe, learn or this will all be useless. Normally, the map should have a sort of area 'zones' that help tell the player what types of things they would encounter (ex. a rock monster in a mountain, an lava monster in a volcano). The types of areas are as followed, but are not all needed.

A) A town (Some-what nessesary, unless you don't need)
B) A mountain (optional)
C) A forest (optional)
D) A dessert (optional)
E) A water source (Some-what necessary, water makes it realistic)
F) A cave(s) (Fun to explore, but optional)
G) A swamp (Good for undead enemies, but uses up a lot of bricks)

Remember, make the areas realistic, don't have a big lake in the middle of a dessert. Also, avoide blank areas on your map, nothings more boring that a random patch of grass. And finally, I should mention that everything brick on your map should be smooth-surfaced, meaning no studs/inlets because they can cause a surprisingly big amount of lag.

4. Game Play

Game play is probably the most important of the two factors, but also the hardest to include. Game Play is the amount of things to do in an RPG, like killing monsters, quests, cutting trees/mining and exploring. Most RPGs are just the player going around killing things which, although can be fun, will get boring fast. A way to avoid this is to add as many things in this catagory to your game. The types of game play options are as followed, but again are not all needed

A) Monsters (Obviously needed)
B) Quests (Optional, but are very good to have)
C) Cutting trees (Optional, but good way to make money)
D) Mining (Same as cutting trees)
E) Exploring (Gives the player something to do)
F) Puzzles (Optional, but fun to have)
G) Have NPCs to talk to (See below)
H) Random rewards (See below)

-NPCs; NPCs are good to have in your RPG because of all the uses they have. You can give them opinions, hints, jokes and even easter eggs, which make the player like to go around 'talking' to people.
-Random rewards; Random rewards are good because if there is a hard area or challenge with no reward, the player would think it as a waste of time, so maybe put a chest on the top of a mountain or have a money prize at the end of a cave.

5. Scenery

Most RPG builders do not realize the improtance of scenery, and how much it can make you RPG look good. There is no fun in going to a RPG that has enemies, but only a baseplate and mountain. This will look dull, with nothing to look at. Anyone can copy and paste a nice map, but without scenery a nice map will look very boring. Most RPG makers think that scenery just adds too many bricks which cause lagg. But really if you make it right, scenery can look good and only have three bricks. Here is a list of good scenery to have in your RPG, but like always, is optional.

A) Uncutable Trees (Good to look at)
B) Bushes (Good to hide small treasure)
C) Rocks (Good to look at)
D) Statues (Good for easter eggs, make it into a friend, optional)
E) Furniture (Good for houses, optional)
F) Signs (With a pointer to a directon)
G) Flags (For towns or camps)

It should be noted that all scenery, no matter how simple, should be c-framed to reduce brick count. Also, remember to not over-do scenery, you don't want too many things or the brick count would be too high, so spread it out. Also, for any scenery that goes good with itself in a group (Trees in a forest) you'd be surprized how much better it would look if you have each scenery rotated at
least once (So you don't have a forest pointing in the same direction).

6. Trees/Rocks

If there is ever a RPG that only has enemies to fight, I promise that it most likely will not be fun. Trees and rocks (Mining) are a good way to keep the player busy and is also a good money giver, but remember to not over-do it, make sure you always spread the trees and rocks out evenly. Always make sure that the resourse you're adding is in a place that it would look natural in, don't put trees in a cave, or rocks in a forest. Also a good thing to remember is to keep the resourses in groups of 4-6, avoid making groups of 7 or more. Here is a list of good places to put a resourse, but as always, are mostly optional and depending on what regions your map has.

A) 1 group by starting town; Trees (Optional, but good to have)
B) 1-2 groups in an easy cave; Rocks (Optional)
C) 2-3 groups in moutain; Both (See below)
D) 2-3 groups in forest; Trees (Optional, but good to have)

Mountain resourses, the problem with mountains are that they are unique, meaning that some can have mixed proportions of both rocks and trees, depending on how big the mountain is in the first place, but I'll let you decide on what you should put where.

Note; For deserts, avoid putting any trees in the desert region, and I'd also avoid putting rocks as well, so instead you should change the meshes of the trees to make cactus or some sort of desert vegitation.

7. Enemies

From Orcs to Golems, enemies are needed in every RPG, or else it's not really an RPG. If you want your RPG to be a challenge, make sure you add a good amount of enemies with varying levels and rewards, because what is fun about killing a bunch of one-hit-kill enemies? A good thing to think about when positioning enemies is to keep in mind what climate someone might find that type of enemy (Don't put an ice-based enemy in a volcano). When setting the damage that the enemies deal on players, avoid setting it above 50, because you don't want the enemies to kill them in two hits. Also, avoid setting the Gold and Exp the player gets when killing an enemy too high, which makes players only go after that enemy and not fight anything else. When deciding how much health the enemy has and to make the amount of Gold/Exp make sence of the corresponding enemy (Have bandits give more gold than a goblins), a good rule of thumb is to just multiply the enemies level by 10, so a level 1 enemy would have 10 health, and a level 10 would have 100 health. Here is a list of good enemies to have in your RPG, but of course, these are all optional

A) Man (Optional)
B) Bandit (Optional, but good to have)
C) Orc (Optional, but good for challenges)
D) Goblin (Optional)
E) Elementals (Ice, fire, earth, air, all optional)
F) Undead (Skeleton, ghost, zombie, all optional)
G) Golems (Stone, sand, steel, heavy materials, optional but good to have)

Remember, have the area around the enemy match the corresponding enemy type (An area with bandits would have tents).

This can be a confusing lesson to some people, so I will add an example.

Name: Bandit
Level: 5 <--- below="" br="" everything="" for="" independant="" variable="">Money: 25 <--- 5="" amount="" br="" by="" for="" gold="" level="" multiply="" of="">Exp: 20 <--- 4="" amount="" br="" by="" exp="" for="" level="" multiply="" of="">Health: 50 <--- 10="" amount="" br="" by="" for="" health="" level="" multiply="" of="">Damage: 10 <--- 2="" actually="" amount="" br="" by="" damage="" for="" is="" level="" multiply="" of="" strong="" this="" very="">Walkspeed: 16 <--- below="" br="" see="">

-Walkspeed; Walkspeed is kind of in it's own collum because it is not affected by the level of the enemy, but the type of enemy itself, (make bandits [around 16] run faster than a stone golem [around 12])


Side-note; try not to name any enemies in your RPG from other games although it may be hard of the account of the fact that most RPGs use the same list of enemies, like bandits, goblins, undead and orcs. Also, do not add dragons in your RPG unless compleatly nessesary, dragons, if made well can cause a lot of lagg, and look pathetic if not made well. And use your imagination!

8. NPCs

NPCs: Every RPG should have NPCs, or 'characters' for the player to 'communicate' with. NPCs are all optional, but a very good to have or it leaves your RPG looking unpopulated. The good thing about a NPC is that you can have them say anything from quests to hints to opinions to jokes. Easter eggs are also good for NPCs, because you can have them say anything.


I worked very hard on this, and gave it a lot of though. So I really hope this helped! And remember, any questions about RPGs, message me and I'll try to answer to the best of my abilities.

Thanks for reading!

-Ninjasheep :)

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