A few friends and I have been working on a SNES RPG since 2008 and I would guess we are not even half done. We even started with the entire story written. We now have stacks of storyboards, art mocks, pages and pages of battle system designs, etc. We each prolly spend 5-10 hours a week on it each.
Take this for whatever it's worth, or discard it entirely, but I felt compelled to share that if you want to make an RPG grander than Piers Solar and have absolutely no starting point to even draw from, you may need to re-evaluate your ambition.
Yeah, far too many people pick RPGs as a first project, and 99.999% of them fail. I understand the appeal, but the amount of work involved is absolutely insane, as your experience demonstrates.
That gives them a higher success rate than fledgling programmers that want to write an MMO as their first game.
As a coder, I would say just make something simple. Code a simple inventory system. Make a 'fight' function and create 'objects' with HP pools to test it. Start getting pixels on-screen. Learn what it takes to get a simple title screen working.
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Originally posted by: chowder
Originally posted by: LukeAF24
A few friends and I have been working on a SNES RPG since 2008 and I would guess we are not even half done. We even started with the entire story written. We now have stacks of storyboards, art mocks, pages and pages of battle system designs, etc. We each prolly spend 5-10 hours a week on it each.
Take this for whatever it's worth, or discard it entirely, but I felt compelled to share that if you want to make an RPG grander than Piers Solar and have absolutely no starting point to even draw from, you may need to re-evaluate your ambition.
Yeah, far too many people pick RPGs as a first project, and 99.999% of them fail. I understand the appeal, but the amount of work involved is absolutely insane, as your experience demonstrates.
That gives them a higher success rate than fledgling programmers that want to write an MMO as their first game.