Risks & Challenges
I currently have 6 books out on the process of making games in GameMaker: Studio.
I certainly have the skills to attempt, and complete a project as large as this.
More Info On The Project
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Here is a download in PDF of a draft of the first part of the book.
The project title is the RPG island.
The premise for this one is that a girl whom lives in a windmill goes to the beach on a hot a sunny day, hires a boat, gets caught in a storm. Her boat sinks and she wakes up on an island run by pirates. She then needs to raise enough cash to get passage off of the island.
The book consists of 40 elements, and 20 design notes, being:
Story
- Plot (the plot of the story)
- Character Design (design of characters used by the story)
- Enemy Design (the design of non-character enemies "nameless minions")
- Objectives (the goals upon which the player must complete to advance the story)
- Setting (will include general theme for graphics)
Aesthetics
- Art-Style (what style of art the game is going to be using)
- Character separation (how the player sprite is going to be drawn, using single or multiple layoured sprites)
- Scening (how story progression is going to be implemented in the game (this is usually done by the use of cut-scenes)
- Sound Design (which basic sound effects the game will need, footsteps can be used for a more serious tone and etc.)
- View (from which angle is the player seeing the game world, first person, top down, third person, etc)
Core Game-Play
- Battle (the main provider of challenge in the game, Pac-Man's battle aspect is the avoidance of the ghost creatures)
- Ending (how the player can achieve Game Over. By dying, completing certain objects or finishing the story)
- Exploration (how players will travel the game world, by exploration or level select screens)
- Messaging (how players will receive information from the game, also dialogue)
- Scoring (how the scoring system of the game will work, this is also used to plan for XP in RPG games)
Extended Game-Play
- Collectables (these include secondary objectives that will be used to enhance the game's lifespan)
- Management (this includes inventory, items and power ups that the player can use to increase game depth)
- Mini-Games (such as the lock-picking games that many games now use)
- Quirks (unique or strange game-play mechanics that you want to use to make your game stand out from the others)
- Saving (saving and loading of game files to extend game life by allowing the player to enjoy multiple sit adventures)
It also covers the design & programming of the following elements;
- Alert Text Effect
- Battle System
- Boss Characters
- Branching Story Line
- Coin System With Shop
- Cut-scenes
- Depth Based Graphics
- Dialogue Variants
- Downloading Bonus Levels From Website
- Drivable Vehicles
- Enemy Path Finding
- Foot Steps Sounds
- Graphical HUD
- Hint & Tips System
- HP / XP System
- Info Speech Bubble Pop Up
- Interactive / Changing Speech System
- Interactive Characters
- Inventory System
- Invincibility
- Mini Quests
- Minions
- Multiple Game Endings
- Multiple Locations
- Procedural Map Generation
- Positional Audio Effects
- Puzzle Rooms
- Quirks
- Re-spawn Points
- Room Transition Effects
- Saving
- Secret Areas
- Shader Effects
- Smoke / Fire Particle Effect
- Spell Casting
- Telegraphing
- Unlock-able Doors
- Use-able /Interactable Objects
- Weapon / Clothing Upgrades
- Zoom In/Out Graphical Effects
For clarity and accessibility, each element has it's own separate chapter and resource files.
Here is some of my original artwork:
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Below is the style of I'll be replacing it with:
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As you can see, better artwork makes all the difference.
Please check out the perks on offer.
Here is a download in PDF of a draft of the first part of the book.