


By the end of 2019, I discovered that anyone could make video games. In fact, it didn't seem so hard with engines like Rpg Maker. So I give it a try. I've created a series of stories in parallel universes featuring some of my acquaintances facing perilous adventures.
Here's some of my games !


Progress areas

My first game on RPG Maker MV, introducing me to the engine's features and certain principles of game design. Particularly turn-based combat mechanics and the creation of a coherent universe encouraging the player to explore it.



Engine features



Turn-based RPG fighting system



Quality assurance and debugging

Second part of the final boss battle.

A room that requires the player to understand a certain logic. Rewarding them with chests according to their degree of understanding.

A choice presented at the start of the game, showing the player the importance of certain decisions.

Second part of the final boss battle.

Progress areas

My fourth project on RPG Maker MV. Extending the engine's functionality with several plugins and focusing on narrative environmental design.



Narrative design and environmental consistency



Open world mechanisms and non-linearity management



Level design and environment creation

A classic encounter on the world map.

Spell available to the group's armagician.

A basic way of controlling the player's progress through an open world.

A classic encounter on the world map.

Progress areas

My eighth RPG Maker MV project, and my most advanced to date. Total overhaul of the combat system and character progression, particularly through a new skill tree system and redesigned HUD. A wider range of possible gameplay styles to enable all types of player to enjoy a unique gaming experience.



Skill tree system and enhanced fighting gameplay



Use of references and relief for map level design



Expanded range of gameplay styles to progress.



Huge focus on balancing



Deepening of boss specificities and uniqueness

Each character now features two skill trees, enabling two different types of gameplay.

By using plugins, development of the combat interface to make it more dynamic, ergonomic and immersive.

An example of a stronghold map layout

Each character now features two skill trees, enabling two different types of gameplay.
Some balancing documents

Click me !





Balancing statistics
Balance player stats to ensure a relative balance between playable characters in terms of potential damage inflicted and received, while also being aware of other less easily quantifiable contributions of each character.

Balance player stats to ensure they are all relatively fair.

Calculate damage inflicted and received by level and enemy type to preview player progress.

Balance player stats to ensure they are all relatively fair.
Balancing XP Share
Ensure consistent experience distribution throughout the player's progression by tracking the amount obtainable within each area and by each monster troop. Making it easier to define the experience curve.

You'd need to beat 64 “Hyakku” to go from level 6 to level 7, which is equivalent to around 26 battles given the troop distribution of this enemy.

You'd need to beat 10 “vachaignée” to go from level 6 to level 7, which is equivalent to around 4 battles given the troop distribution of this enemy.

You'd need to beat 64 “Hyakku” to go from level 6 to level 7, which is equivalent to around 26 battles given the troop distribution of this enemy.
Balancing Weapons and Armor statistics
The aim was to make it interesting to unlock new weapons and armor without necessarily making previous ones obsolete, by granting various advantages to each of them, while still retaining a sense of progression as the player progresses, with the notion of equipment rarity.

A part of the armour list.

A part of the armour list.

The weapon list.

A part of the armour list.

Some basic lessons from my games
Who could have predicted that re-doing the same Bosses with higher states wouldn't be the pinnacle of fun after all ? Well, not me before I took some feedbacks and game design classes.
Here are a few observations I've drawn from my relative experience through the development of all my RPG Maker MV games.

01
To farm or not to farm
Some players develop an addiction to farm monsters. Let's make sure we reward their hard work with rare drops or specific events that can break their farming routine. A bestiary is an option to consider, which will delight some players and will undoubtedly help you with your personal organisation !
Make sure, though, that you balance the XP and gold you earn so that your beloved bosses don't become mere punching bags after an over-intensive farm session.
02
Bossy Bosses
A boss is interesting if it stands out from the rest of the bestiary. Whether it's its lore, its design or, above all, the way it changes the player's gameplay. From preventing the use of certain strategies to encouraging the use of less common ones, many tools are available to make Bosses something else than ordinary monsters with boosted stats. So let's think about how the appearance or personality of our Boss can affect his gameplay in combat !


Bla-bla-bla
03
Players aren't big fans of dialogue. Apart from lore fanatics, most won't even make the effort to read tutorials, so let's make sure that learning the key game mechanics can be done text-free.Also, making dialogue immersive is no easy task, so building your characters well to make their interactions as authentic as possible is of paramount importance.
04
One for All design
Creating maps that make the player want to explore them is an arduous task. Adding relief to bring depth, presenting different ways of traversing it, or even drawing inspiration from real environments and specific references are all possibilities to enhance maps' level design.
Also, map construction must respect the coherence of the narrative through the enemies present, the points of interest available or even the interactions with NPCs. Each location must therefore be considered as a whole, to avoid inconsistencies that detract from immersion.


05