>first game: Splatoon
How long would it reasonably take to make anything using this shit?
If you ever get the spotlight on yourself, you'll understand why some don't like it.
The amount of sales I'd make shilling myself here are negligible to the psychological cost.
Pokemon is doable, but I wouldn't recommend for your first try.
If you can, try to imagine something that doesn't even use most of the standard systems.
Start with a concept for a simple scene. Movement, talking, choices, that kinda shit.
You can get that kind of thing playable in a day, see some progress, and feel like you're capable of taking another step. Go for much more than that during orientation, and you'll get overwhelmed and/or frustrated while seeing very little/slow progress.
Actually now that I think about it for a bit that sounds fucking impossible as a one man test project. I'd have to create an entire bestiary with stats and all that shit and if I'm not copying directly from another game that would be impossible to make work, I don't even have any artists to draw monsters for me anyways.
I'll just stick with traditional weapons and magic shit.
Yah, exactly.
Too much, all at once.
Don't be afraid of placeholder art, though.
Just make everything to scale, and hotswap with final files once you're established enough to convince some artist you're worth investing time into.
There's plenty to do with the default combat system already. However, I really do recommend skipping that on your first day in-engine.
don't use that garbage and learn to make something using unity instead
>if you were to make something as simple as Pokemon Red/Blue
that's not simple
if you wanted to make some shit game in rpg maker it'd likely take you less than a week
MV is the easiest one to work with, they're designed so that even someone with zero knowledge about programming could use it, or at least going somewhere with it.
You need to just plop shit somewhere and that's it.
You could even use someone's script to make your game prettier and look less samey with premade shit, since MV is using Javascript for individual script it's even easier to add/remove stuff.
This is how I'm gonna approach things. I just grabbed an asset pack from somewhere and I'll be using that in lieu of actual artwork while I get the game started. Once(if) I get some traction and potentially income I'll start paying people to draw the art I want.
what are the best RPG Maker games on Steam?
if you want to make money of an rpgmaker game, you have to be the 0.1%