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    GameMaker Studio Book - RPG Design and Coding

    Posted By: roxul
    GameMaker Studio Book - RPG Design and Coding

    Mr Ben G Tyers, "GameMaker Studio Book - RPG Design and Coding"
    English | ISBN: 154074647X | 2016 | 486 pages | EPUB | 5 MB

    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-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 GAMEPLAY
    - 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)

    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