Lost X is a 2D turn-based RPG game made by RPG maker MV. I made it myself in two months during the summer after graduating from high school.
The game is about Alfie (The player) who wakes up on a strange island with no memory of his past, so he has to figure out why he is here and what's happened here.
There is nothing really special about the game itself, it is just an ordinary RPG game with an ordinary storyline with some ordinary tasks, decryption, puzzle, battles, and ordinary secret.
The only uncommon thing is: Lost X is the first game I ever made in my life. Although I made it by myself, it is quite complete, thus giving me a super complete game design and development experience.
| Tags | Turn-based RPG, 2D, Fantasy, Love and Friendship |
| Skill | RPG Maker MV |
| Date | Jun 2017-Aug 2017 |
| My Role | Solo Dev - System Design; Level Design; etc. |
| Type | Passtion Project |
The production of LX is an experience that starts from zero. I don't have any design and programming experience before this. Therefore, the game's logic is implemented using the built-in text programming tool. So you can find in the game that the early stage is quite simple, with only some dialogues. And then, I gradually figured out how to make conditional dialogues, local switches, global switches, team formation, automatic displacement, NPC performances, etc., so the game's context becomes more and more diverse and complex.
And the game's design process wasn't really orderly at the beginning. I just put my scattered ideas together when I start. After that, I imagined the overall framework, and then added the systems, details, game mechanics, etc., one by one. At last, crazily adding details and polishments, such as whether this building should be decorated with a flower or a vine.
During the production of Lost x, first of all, I have a general understanding of the overall framework of game production. After all, I made everything, whether it is "programming," "art," "music," “narrative", or game designs. At the same time, I felt and understood how important cooperation between people from different disciplines in game production is. On the other hand, I know I was so wrong about game balance - I can't believe I ever thought the balance was the easy part!
Text programming made it much easier for me to learn the actual programming languages, like JS, C#, and C++. The comprehensive game design experience also gave me an understanding of game design’s disciplines. So I know which direction I prefer (in terms of 2D games) - Level Design, System Design, and Mission Design, and which part I do not - balancing, skill design, etc.
Solo game dev and design.
Story telling and thousands lines of dialogues.
Character and items design.
Design 97 maps/level.
Hundreds pages of text-based programming.
Any other thing.