Greetings, and welcome to the official forums for The Video Game Machine - the Game that Makes Games!
If you've ever wanted to make a video game of your own, then you're in the right place. The goal of TVGM is to make the ultimate sandbox game where the making and the playing are combined into one fun, creative experience....but for that we need YOUR help, beta tester!
First and foremost, the current build of VGM is pretty early and kind of rough. If you join the alpha that starts on May 29th, you'll have access to the first two genres: platformer and adventure. As you play, we'll be looking for feedback as issues arise and things don't work as expected.
Second, The Video Game Machine is begging for all your best ideas about things to add: mechanics, heroes, enemies, rules, etc. In this regard it's the perfect game for beta testing - nowhere else will you see an design so open to new & creative suggestions.
So, with that in mind, I encourage you to dust off those old video game ideas that you dreamed up as a kid, get excited, and get creative!We can't wait to see the awesome adventures you all make when the alpha becomes available on May 29th!
hey i love your games, but I also love RPG's. Is this 'game machine' able to do tactical rpgs? aka final fantasy tactics.
I am 42 years old and have been playing computer games since I was 7 years old whem my father used a CP500 with green phosphor monitor and taught me the first command lines in BASIC, since then it was love at first sight, and I hope to see in VGM the opportunity to portray some drafts of that time witch, with the passage of time, were only in memory.
Among other engines like Game Maker, Construct, Unity and Unreal, I hope to see a more artistic and less codified way to put my ideas into practice...
I look forward to the launch !!!
chengsta2: I don't know if we're going to specifically have a 'Tactical RPG' Genre to pick from, there will be several Gameplay Rules that should get you close.BadJackDaniels: Agreed! As much as we all love coding, we don't want it to be this hurdle players have to overcome to enjoy making games. While more limited than code-heavy engines, we're hoping that VGM lets them get creative and make something they're proud of with as little frustration as possible. Making games should feel like a game in itself!We look forward to your feedback once the Founders Build goes out!
Will it be possible to code something complex or even rewrite the whole engine like in Maker series?
As another tactical RPG fan, I am hoping we can eventually get really close. I signed up for the founders program today, because it seems a low risk for a potentially high reward. Anyway, I at some point I hope we can create a stealth adventure game like Metal Gear for the NES, along with traditional turn based RPGs (Final Fantasy I, Dragon Warrior/Quest 3/4, hell even Pokemon) instead of just Zelda clones. One question, is about enemy AI, how much of it will be in the game and how much control will we have over it?
Hope that makes sense. Once we get Alpha 1 out, perhaps you guys will give some great ideas on how to implement a RPG genre that's easy and does something unique.Really looking forward to that stage of feedback And thanks for the support and preorder - I can't tell you how much it means to the team!
edit: Totally missed your question on Enemy AI. Right now they all have a default AI, but the plan is to expose that information to the player so you have the ability to customize/override it.
VGM is a few rules away from letting you do this now A big part is hooking up a proper hero-creation system so you're not limited to our pre-made selection (we currently lack a hero with the gravitas of Solid Snake).
You're certainly talking my language - I love old school JRPG's, and have kids fully addicted to Pokemon, so I can see the appeal.Right now, however, we're looking for gaps in the Game Creation landscape. There's a LOT of amazing stuff that Mario Maker does that we're not going even TRY to touch, simply because players have Mario Maker if thats what they want to make. I feel the same thing about RPGs and the super flexable 'RPG Maker' series. Being able to pick an 'RPG' gameplay genre sounds amazing, but I worry the best we could hope for is "It's cool, but not nearly as useful as RPG Maker".It's already come up a bunch (lots of requests for Tactical RPGs, actually) so we'd never say "No", but I want to be honest about the process: we want to be very careful about who we go toe-to-toe with. If there's another easy-to use tool that does something better, we want to be sure we're bringing something unique to the table.Hope that makes sense. Once we get Alpha 1 out, perhaps you guys will give some great ideas on how to implement a RPG genre that's easy and does something unique.Really looking forward to that stage of feedback And thanks for the support and preorder - I can't tell you how much it means to the team!
I appreciate your honesty, and understand why you would want to avoid competing with Mario Maker (The recent Nintendo direct for Mario Maker 2 make it look like it will be really good, and a beast to compete with), or RPG maker. However, maybe your niche could be genre mixing, like an RPG but if your party runs into a monster on the overhead screen maybe it could shift to a traditional turn based RPG menu combat screen, or a tactical RPG combat screen or a Mega Man boss battle, or a Metroidvania ministage, or maybe not. Anyway I wish you the best of luck.One thing I hope we can see in the side scrolling shooters are Blackthorne like rules (Assassin Creed Chronicles would be a modern similar instance), instead of just Mega Man or Contra/Super-C rules.
I think you nailed it though...VGM's spot in the DIY gaming market is that you'll be able to mix-and-match elements from different gameplay styles to make something unique.I'll have to remember that as part of the pitch Actraiser is still talked about this day for that very reason.Ok, off to enjoy the weekend! Cya killswitch!
I really hope we can easily build RTS civ like game. got so many idea, cant wait to try them.
I'm really stoked about this, I have messed with RPG Maker and a few others and never quite got the feel of it. I think this time around it may be different. I look forward to seeing this progress.
So a few things in this mindset that I'd really like to see:
Cross genres. Think Zelda 2 The Adventure of link having an overworld that is akin to the top-down adventure style of Zelda 1 or 3, but then you go into dungeon/combat areas that are side scrolling. You mention this somewhat above, but genre mixing would be SUPER cool. (As mentioned, Actraiser is still one of the most awesome things on the SNES)
Genre wishes:
Edit:
One other thought, what about a collectible card game genre? Maybe not something too complex, but you could take any of your hero/monster icons, slap them on a card, and give them cost/attack/defense values (and maybe some kind of simple skills?). I don't know of anything like that out there, and that could be a lot of fun for people to mess with. Doesn't necessarily have to be Magic the Gathering style, as there are a ton of solo CCGs out there now.
I'm really excited to see where VGM goes, as I've messed with GameDev a few times but still see big value in alternatives:
That said, if this huge post doesn't already indicate it, you can likely expect me to throw tons of suggestions/feedback out of the alpha when I can.
Silver-Streak: Love the long idea posts Can't wait to see more of them!I'll try to hit on a few of your items...
Yeah, coding and advanced event logic won't be needed here. Mario Maker is definitely our inspiration for simplicity and fun. If it's not fun to make the game, then we're doing something wrong. One of the cool mechanics is that you can actually play while you create - imagine testing and building your jumping platform area at the same time. It's very useful, and I think it helps to make the "Making" a lot more fun.And yes, this would be great for team-up situations with younger kids. I have many co-workers that have played with their kids, and I'm constantly getting ideas watching my family play, so hopefully it's an experience that can get anyone feeling creative!Thanks again for the list, Silver - Tucking those ideas away for future reference!
Thanks for the quick reply. As mentioned, super excited to mess around with VGM, so seeing you already thinking about future enhancements is great.
Much of the interactivity in the game is done with objects called "Gizmos". They're special interaction rules that you place on the map. For the Adventure genre we have the Gateway Gizmo, which will link two level maps together via the side of the current room.
This works perfect now for a TopDown game, but to get it Sidescroller-compatable (for a Metroidvania style game) we'd need a few more camera options to get it feeling right. But yeah, 100% on our radar
Yes, this sounds near of perfect. Even if the scene transition using a Gateway Gizmo isn't "Scroll the camera right/left to the new scene" akin to a Metroid, even a fadeout/fade in gets you 99% of the way there in a platformer.
Although I suppose if you allow for maps that are big enough, you could get to Castlevania 2 style where the main map is moderately huge with no transitions, but then each "Dungeon" area or shop has a distinct transition to a smaller map.
(Simon's Quest overworld map: https://nesmaps.com/maps/Castlevania2/Castlevania2CompleteMapB.png)
Or maybe if the transition is fast enough (no fade out, almost instant cut), you could make it work by stringing together a bunch of maps and having the "Town" areas just be where the outside area stops scrolling, then you cut to the town area as you pass the threshhold?
Obviously, you may already have all of this or are already planning on other items like you mentioned above, so I don't want to bog you down too much with stuff while you're working hard to get the alpha ready.
There's a rule in VGM right now called "Numeric Damage" that reveals the numbers behind attacks, giving it a very Secret of Mana/Illusion of Gaia Action RPG feel. I think we'd need an Equipment system to really make it work, but this is anyother one that is pretty close.
Yeah, an equipment system is really useful for any genre, and could easily be used for powerups and such in genres you already have?
(e.g. You could use an equipment system for Gradius for the powerups, basically. Or in a platformer, your equipment system lets you store extra powerups you get in the world map, like Super Mario Brothers 3, or Super Mario 3D World, etc. Equipment is mandatory for Metroid style games just from a weapon select perspective, I think? Definitely required for Mega Man style games.)
That said, the inverse could also be true, if you just have a pure power-up style system currently, that might be easily adapted into an equipment system depending on how it lets you tweak it?
Also, to clarify/avoid hurt feelings from anyone: I listed scrolling shooter as least desired genre because I have no good ideas around one and it is lowest on my personal priority list.
I'm excited to see and play what others make out of it, and will be happy to poke around in it as far as testing.
please allow us to make action rpgs with AI controlled companions.
Just curious if there will be any kind of sprite editor, maybe something as simply as changing the colors by having the ability to paint the pixels.
Sprite editor is another thing that has been requested a few times - I'll put another tally mark next to it on the 'Idea Board'
A full sprite editor might be harder for folks that aren't artistically inclined, but I get the demand for it.
Not sure if it'd be easier for you and the rest of your team, Scott (please tell me you have a team), but an easy way to allow more freedom is a "character remixer" of some kind. Let you swap the heads/arms/legs/torso from each hero/sprite you've already included, and a way to recolor them. Again, could totally be way more complex to build, but thought I might throw the idea on the idea pile.
I think it'd be cool if there was a genre for Tower Defense Games. I love the Defense Grid games and just found out about Siege of Centauri!
So two questions: Do you think it will have pathfinding?
I think I saw a screenshot that showed conditionals, but I can't find one now. Will it have conditional statements? I seem to think I saw a rule block that was for the equivalent of If Statements?
Thanks and I'm really excited to start making!
I think you might be looking for the images in the Media section of the main site: https://www.stardock.com/thevideogamemachine/screenshots/vgm_rulesbook_05.png
This one inparticular matches up with what you're describing, I think?
No, I had seen that one. I appreciate the help though. I thought I saw one somewhere else that showed a block that said, "IF This...Then" or something to that effect. Edit: Ahh. Rereading my post, you might mean pathfinding. I updated my post so that part is clearer just in case.If you were referring to pathfinding, I don't think movement would necessarily mean pathfinding, would it? For instance, movement could be predefined or rule-based. But pathfinding finds the shortest route from A to B with specific requirements in place. (Think of a Tower Defense game. If a tower is placed here or here - pathfinding will recalculate the path for enemies to take...) I'm curious about this because Construct 3 has it, but it is very processor intensive.
Interesting - I bet we could hook up some rules that would make it possible create something with Tower Defense mechanics. Added to the ever expanding Idea Board Though - in the interest of managing expectations - I want to reiterate that we're leaning more towards Mario Maker in terms of simplicity and keeping things very easy to use. There will be TONS of customization options, but instead of requiring you to code/script anything, customization will be of the 'playing with dials and UI elements' variety.
8 more days! GET PUMPED!!!!
To expand on the Mario Maker simplicity, the new Mario Maker 2 trailer shows that you can have blocks/enemies/etc where you draw their path in edit mode, then they move in those directions/path when you trigger then while playing.
Something similar might be viable for tower defense (as long as you're doing classic tower defense where enemies have hard set paths).
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