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First of all the graphics and animations should be easy to make. Like in rpgm2k3 where you only have to import a file and everything is solved. No need to code every enemy's walking sprite for each direction and such.Easy to make quests and shops and such, if they can be made quite easily then people might use them. A simple map editor easy to use but still leaving room for more complex designs if desirable.
I know with certain editors, I've gotten into them, tried a few buttons, and then left, because I had absolutely no idea what to do or how to do it. Even on some highly recommended versatile engines. So examples of stuff is definitely a must. Having good tutorials is also important -- in both video and text-with-screenshot form, so people like me who want to skim for details can get the info they need fast, while those who want to step-by-step it can watch exactly what is being done.
In terms of resources, players can create new content such as items, enemies, skills, graphics, and possibly their own races. I do need to figure out a way to prevent players from creating god items, free xp, and free gold though....Another model would be to distribute the source code and require the person to host the system themselves. In this case they could sell their game, but they wouldn't be able to use the publicly created content by other players (I'm sure there will be legal issues with that).
First of all the graphics and animations should be easy to make. Like in rpgm2k3 where you only have to import a file and everything is solved. No need to code every enemy's walking sprite for each direction and such.
a way to list notes where only you can see it.
That's quite ambitious! Definitely your biggest obstacle in the beginning will be staying aware of limitations and not biting off more than you can chew. At this point I can DEFINITELY recommend that you spend a lot of time with the Extra Credits series, especially the episodes that discuss designing your first game (I don't have time to look up links right now, might do that later).And so much more content
Or coding it to STOP walking and not embarrass you in front of your friends when it walks off the freakin screen. >O< OOoooH I hate Game Maker so much for that. When making a maker I think it's important to have built in instructions and plug in tutorials personally. I mean if it weren't for the help book recently when they changed all the terms in RPG maker I would have had a tempremental fit of rage. As it is the book cleared up some misunderstandings and lead to a working real-time weapon change system that allows for unique attack animations and an fully working ammo system once I get it educated in how bullets are spent and not to reload unless a physical copy exists in the player's items. Menu has to be a little re-arrangable. I think another valuable asset to any maker is a way to list notes where only you can see it. One f my favorite things in VX was leaving notes on characters to help me write their backstory without using my physical notebook. I know it's small but it really was life saver and makes me miss that program. Another thing I liked about VX compared to 2003? Longer descriptions. Ughhhh I hope they make it so you can have two paragraphs in a item or skill description or at least ten or more letters in Elements and classes. @_@ Also just gotta say this: Icons. Seriously they pretty up the menu with both your skills and weapons and stuff! It's just amazing how cool they look if you mess with them. What'd be really cool is if you could animate them even with two or three frames. Seriously would just kick butt so hard! Okay gonna stop now.....must.....stop....people are only human. We can't use DB to make the ultimate maker with no interest in helping him................Rats! Alright one more thing. If you had basic attack options one thing I'd love to see? Multiple attacks from multiple vectors with more options than RPG maker 2003's weapon range. Don't get me wrong it's fun but to tweak it to work to do like a convincing Omni Slash you'd have to use an huge battle animation with specefic timing AND you'd never get that multi-damage feel or effect. - -; I mean all of us who played the game and used either Omni Slash, Renzokouken or even Zell and Tifa's limits to near on endlessly combo really would love to see even a slightly simular effect in a maker without resorting to making CBSes with huge shelves of code. @_@ Okay! Stopping now.
Use of any size of sprite. One of the things I hate is having to use pictures when I a charaset that's humongous and my RPG 2003 can't use Dyn to break this anymore. Also it'd be tubular if you can have friendly fire in battle. My favorite thing about old Final Fantasy games was all the neat in battle strategies you can make using such a simple thing as targeting your allies. Multiple bars as an option. HP, MP and Time are great but I'd love it if you had some more options. Like in Drenrin2120's Opus how you had two MP types or in Final Fantasy 7 how the limit gauge filled up where you could see it. Also more ways to tweak those bars without using in battle code would be nice. More options with the Run system. Ohhh and more party formations that are wild and unusual. Like in Persona how you surrounded them. In game Templates to export!! Seriously not everyone knows where to find these.... Actually in game character Maker would just be gnarly! Although that would render us obsolete wouldn't it?
Guilds, make a guildsystem. Also, make most rewards only available to guilds rather than individual characters. At least if you are going to create an instance for each one winning those contests. Database of monsters, chests and other map items. Obviously make this more like gamemaker than rpgm so players can just make a generic slime and then drag and drop them unto a map and they will all live in harmony and not share the same variables.
I've never used gamemaker, or rather I opened it up once, didn't understand, and then gave up. How does gamemaker handle the database? In gamemaker do you define what a slime is and give it default stats, but then when you create individual slimes you can customize the stats and what not?
In terms of resources, players can create new content such as items, enemies, skills, graphics, and possibly their own races. I do need to figure out a way to prevent players from creating god items, free xp, and free gold though. While possible to create private content that only the player can add to their own areas (still viewable by everyone), they will be encouraged to make content public by getting more points for the more people that use the content.