Author Topic: Technical tips on a story-driven adventure RPG  (Read 3656 times)

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Technical tips on a story-driven adventure RPG
« on: May 31, 2014, 11:51:34 AM »
Which technical aspects of rpgmaker VX Ace should I be most familiar with in order to design a game with no battles/leveling/skills system? I'm looking to just make a straight up audio-visual experience with some player interactivity. "To The Moon" totally opened my eyes to a whole new way of evoking moods/emotions/atmospheres with minimal gaming mechanics.


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Re: Technical tips on a story-driven adventure RPG
« Reply #1 on: May 31, 2014, 01:21:53 PM »
Events? Maybe some Ruby.


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Re: Technical tips on a story-driven adventure RPG
« Reply #2 on: June 01, 2014, 07:08:09 AM »
Usually events and common events should be enough for that,
if you need a little help with script or the other things, there are a lot of people who can help you out there,

just remember one thing:
- Never ever work on your own and take everything by your own (Scripts, Music, Graphics, Panorama, Sound effects, etc), It's usually what makes people stop in the middle of making their games, Start from something simple is a good idea.

Note : You should familiar with all command in events and common events.
Some script from other people might be really help sometimes.

but if you wanna make something simple first, then Events and Common events is all you need.

Note : I don't know anything about RPG Maker VX Ace, but I know about RPG Maker VX, so If you use it and need help somehow, just ask, I'll try to see if I can help (Not really promise though)