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Über dieses Buch

Make a 2D RPG in a Weekend shows you how to create your very own dungeon crawler game in RPG Maker VX Ace in a single weekend. The entire process, from start to finish, is covered within this book. You will see a variety of dungeon maps and events, all broken down for your convenience.

One of the hardest parts of game development is actually finishing a game, but it is also one of the most important steps on the way to becoming a game developer. If you have yet to finish a game, this book will give you the confidence and resources you need to finally be able to create your very own RPG. Once you've completed the game in this book, you'll be able to modify it as much as you like, adding new monsters and quests, and you'll have the skills to go on to create your second game all by yourself. Among the topics covered in this book are:

• Creating various types of enemy encounters via the use of the eventing system.

• Creating a special area that allows the player to pick their character of choice instead of being forced to play a particular character.

• Clever uses of events to create items that allow the player to return to town instantly and summon vehicles to their side.

Inhaltsverzeichnis

Frontmatter

Chapter 1. Laying Out the Framework

Abstract
During the course of this chapter, we will be laying out the framework for our weekend game. This includes the story line, a general overview of each of our playable characters, and the basic foundation of our game’s town. We will be creating the town area, but you can also find each of this game’s maps in the book’s source code.
Darrin Perez

Chapter 2. The Characters of Our Game

Abstract
This chapter is all about our three characters and the many systems related to them. During the course of this chapter, I will cover subjects such as the stat system that we will use for our game, a list of weapons and armor that will be available, and a way for the player to pick which character he/she would like to use.
Darrin Perez

Chapter 3. The Upper Catacombs of Eagle’s Crossing

Abstract
Whereas the previous chapter covered our characters and created a basic selection system from which the player could choose, this chapter will cover the start of the dungeon crawl. In this chapter, we’re going to design our game’s first level.
Darrin Perez

Chapter 4. Populating Eagle’s Crossing

Abstract
While a part of the very first chapter of this book was dedicated to creating the various locations within Eagle’s Crossing, now’s the perfect time to populate the town’s shops and add nonplayer characters (NPCs), as needed. I opted to reserve doing this until the fourth chapter and not the third, because it mirrors my personal dungeon crawler play style: rush right into the dungeon and then return to town, as low HP or an excess of loot demands. So, how am I going to go about this? There are four buildings, so let’s tackle them in clockwise fashion, starting from the Equipment Shop in the upper-left corner.
Darrin Perez

Chapter 5. The Lower Catacombs of Eagle’s Crossing

Abstract
In this chapter, we will be working on our dungeon’s second level, the Lower Catacombs. A puzzle and stronger enemies will do their best to obstruct our player’s progress.
Darrin Perez

Chapter 6. The Caves

Abstract
In this chapter, we will be working on our dungeon’s third level, the Caves. Our game’s first boss monster will be encountered here, and the player will have to deal with flipping switches to reach a chest containing an item required to progress. In addition, a new type of key will be required to open certain doors within the level.
Darrin Perez

Chapter 7. The Pixies’ Forest (West)

Abstract
In this chapter, we will be working on our dungeon’s fourth level, the western half of the Pixies’ Forest. This next area will be so large that I will be splitting it into two sections, the western half and the eastern half. As such, I’ll be covering this part of the game throughout the next two chapters. In this chapter, I’ll be covering the western half. The canoe that the player acquired in the Caves is required to traverse this level as well, as a large part of it is flooded.
Darrin Perez

Chapter 8. The Pixies’ Forest (East)

Abstract
In this chapter, we will be working on our dungeon’s fifth level, the eastern half of the Pixies’ Forest. The player is close to finishing the game and will fight his/her last boss at the end of this particular area (as the Ancient Temple won’t have an actual boss). The canoe that the player received in the Caves will be upgraded here, so that the player can progress, given that most of the level is made up of deep water.
Darrin Perez

Chapter 9. The Ancient Temple

Abstract
In this chapter, we will be working on our dungeon’s final level, the Ancient Temple. The player will have to destroy a pair of braziers that form a wall of fire that shields the prize. Enemies are many and at their strongest, as befits a final level.
Darrin Perez

Chapter 10. What Comes Next

Abstract
This chapter focuses on features we can add to our game to make it more lively and to add complexity. As promised, the first topic concerns the mysterious nonplayer character (NPC) that lives in the southeastern corner of Eagle’s Crossing.
Darrin Perez

Chapter. Useful Resources for 2D Game Creation

Abstract
This one and only appendix is a compilation of helpful resources that you can use for 2D game creation. In Beginning RPG Maker VX Ace (Apress, 2014), I used the appendix to provide various links related to the game-development engine mentioned in the title of that book. In this appendix, I do my best to prevent duplication between the links listed in each book and add some other links that will be useful for 2D game creation in general.
Darrin Perez

Backmatter

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