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Mr Ben G Tyers - GameMaker Studio Book - RPG Design and Coding

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Mr Ben G Tyers GameMaker Studio Book - RPG Design and Coding
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Learn To Make An RPG In GameMaker: Studio
Details The Pre-Planning, Design & Programming Of Making An RPG In GameMaker: Studio
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 GAMEPLAY
- Battle (the main provider of challenge in the game, Pac-Mans 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 GAMEPLAY
- Collectables (these include secondary objectives that will be used to enhance the games 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)
GAME ELEMENTS
The Book Will Also Deal With The Following 40 Elements, From Design Considerations Through To Programming In GML:
Alert Text Effect
Battle System
Boss Characters Battle
Branching Dialogue
Card Battle
Character Progression
Coin System Shop
CutScene
Dashing
Day / Night Cycle
Depth Based Graphics
Destructible Terrain
Dice Rolling
Downloading Bonus Levels From Website
Drivable Vehicles
Enemy Path Finding
Fishing Mini Game
Foot Step Sounds
Game End
Graphical Effects
Hints & Tips
HUD
Inventory
Invincibility
Mini Game & Dual View
Mini Quests
Multiple Locations
Party Mechanics
Positional Audio
Puzzle Room
Quest Completion
Random Level Generation
Respawn Points
Road Builder
Saving
Ship Mini Game
Treasure Hunting
Usable Items
Weapon Control
Zooming

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1 RPG Design Coding 2 RPG Design Coding First Edition - photo 1
1 RPG Design Coding 2 RPG Design Coding First Edition 3 RPG - photo 2
1 RPG Design & Coding
2 RPG Design Coding First Edition 3 RPG Design Coding 4 RPG - photo 3
2 RPG Design & Coding First Edition
3 RPG Design Coding 4 RPG Design Coding GameMaker Studio Book RPG - photo 4
3 RPG Design & Coding
4 RPG Design Coding GameMaker Studio Book RPG Design Coding 5 RPG - photo 5
4 RPG Design & Coding GameMaker: Studio Book RPG Design & Coding 5 RPG Design & Coding Special Thanks to: Doug Morrison & Wayne Pinnow & Vadim "YellowAfterlife" Dyachenko 6 RPG Design & Coding Resources Sources: Main Artwork: GameDevelopStudio.Com / Robert Brooks Additional Objects: KennyLand Girl Pirate: RedBullet / GameDevMarket.net Wooden Background: Verver / GameDevMarket.net Zombie Pirates: CreativeGameArt / GameDevMarket.net Other Pirates: Robert Brooks / GameDevMarket.net Shop Sign: Background - Clipartkid.com Horse Foot Print: Freepik / Flaticon.com Running Horse Image: VwolfDog - OpenGameArt.org Animated Fire: Retimer - OpensGameArt.org Human Footsteps Sounds: OwlStorm Yoyodaman234 rocktopus punpcklbw Mikaelfernstrom - FreeSound.org Church Floor Tile: Osmic - OpenGameArt.org Water Sprite: codethislab / graphicriver.net Card Characters: cartoonify.de Horse Footstep Sound: HebronTheatre- FreeSound.org Fire Audio: midimagician - FreeSound.org Water Audio: InspectorJ - FreeSound.org Paint Font: Appo Paint by Grafito Design / dafont.com Butterfly: GlitchTheGame.Com Wooden Pirate Ship: Bleed / OpenGameArt.org Dice: JamesWhite / OpenGameArt.org x Icon http://icons.mysitemyway.com Card Characters:https://www.cartoonify.de/ Tree: domsson / OpenGameArt.org 7 RPG Design & Coding Resources Download You can download the resources at: http://www.gamemakerbook.com/rpgresources.zip 8 RPG Design & Coding 9 RPG Design & Coding Copyright 2016 Ben Tyers ISBN-13: 978-1540746474 ISBN-10: 154074647X 10 RPG Design & Coding Contents: 1 - Alert Text Effect 2 - Battle System 3 - Boss Characters Battle 4 - Branching Dialogue 5 - Coin System Shop 6 - CutScene 7 - Depth Based Graphics 8 - Downloading Bonus Levels From Website 9 - Drivable Vehicles 10 - Enemy Path Finding 11 - Foot Step Sounds 12 - Hints & Tips 13 - HUD 14 - Inventory 15 - Invincibility 16 Mini-Quests 17 - Multiple Locations 18 - Positional Audio 19 - Respawn Points 20 - Usable Items 21 - Weapon Control 22 - Zooming 23 - Destructible Terrain 11 RPG Design & Coding 24 - Dashing 25 - Quest Completion 26 - Road Builder 27 - Character Progression 28 - Party Mechanics 29 - Day / Night Cycle 30 - Puzzle Room 31 - Treasure Hunting 32 - Card Battle 33 - Graphical Effects 34 - Random Level Generation 35 - Fishing Mini Game 36 - Ship Mini Game 37 - Dice Rolling 38 - Mini Game & Dual View 39 - Game End 40 - Saving 12 RPG Design & Coding Introduction Introduction IntroductionIntroduction 13 RPG Design & Coding recommend that you have some planning and notes to hand.) Some casual style games may require little or no planning. (Although I would always RPGs on the other hand, require copious planning and design. Sure, you could probably wing it for a small RPG, but Id recommend against that. Designing and programming are two different disciplines constantly switching can reduce focus and creativity, and also be mentally draining. Planning is good for the following reasons: Allows you to brain storm without having to think about programming Allows you to focus your creativity and get into the zone Provides notes that can be used later when coding Can actually be a fun activity in the overall process of design & programming Means you dont have to mentally store every idea (and forget good ones) If youre working as a team, it allows you to share ideas with other team members As you will see from my initial sketches, they are basic ideas which wont win any art awards. However, they do the job of getting across the ideas.

You will also notice Ive given my designs some colour. Obviously, this step is not required, however, I find it useful. It allows you to have: Some time away from coding on your computer A break from having to think about your game The option of reviewing your ideas At any point in the planning process, feel free to throw your notes into the nearest bin, whether one page or all your notes. You should think of your notes as a kind of organic life form that can change and adapt over time. I recommend using one page for each section / element of your game, which makes changing / updating the ideas a slightly less painful affair when you do decide to make changes. The rest of this introduction covers the main 20 points to consider when making an RPG.

The main body of the book covers 40 commonly used RPG elements. Ive done it this way so you can clearly understand what is relevant to each element. Some of these elements 14 RPG Design & Coding same game theme will be used throughout. maybe used as a template for other projects, this is indicated at the start of each element. The Hopefully, having each element separate should make it easy to understand what code is relevant to that section. Programming / Source Code Notes You may reuse the code in your projects.

You cannot use any audio, sprites, backgrounds, etc. as I do not hold the necessary rights to sub-licence all of them. The code used in this book is made for someone who is relatively new to GML, it is assumed you have read and learnt what is taught in the book Practical GameMaker: Studio Language Projects or already have a basic knowledge of GML. When coding there is usually more than one method, using different GML or different approaches. The code used in this book is designed so: Someone relatively new to GML can understand it Its clear and logical Otherwise complex code appears clear and easily read Its broken into understandable bite-size blocks You can easily re-use in your projects It doesnt take a PhD to understand It looks good in print Coding comments are used to explain what each section does, allowing a newbie to grasp the basics and understand what is going on. 15 RPG Design & Coding

16 RPG Design Coding Story Plot Plot the plot of the story Most RPG - photo 6
16 RPG Design & Coding Story Plot Plot (the plot of the story) Most RPG follow some sort of story.

The premise for this one is that a girl who lives in a windmill goes to the beach on a hot and sunny day, hires a boat and 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 the island. See the Cut-Scene section, where this premise is made into an animated introduction story. The story should then continue as the player proceeds in the game. This can be achieved through: Additional cut-scenes Dialogue with other game characters The collection / use / interaction of objects The addition of mini-quests / mini-games Changing environment Un-lockable locations Locations that the player can visit can help to form part of the plot.

When visiting new locations you can gradually provide more info for player that helps progress the plot, though bare in mind not all locations need to perform this. Having a good story not only engages the player, it sets the scene and gives the player some idea what the player will need to do. In a pirate themed RPG, you know you will be treasure hunting and fighting pirates youre unlikely to be dog-fighting an F-24 attack aircraft. Most RPGs follow a theme throughout the whole game, for the simple reason it works and is logical. 17 RPG Design & Coding

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