I'm a newbie here too but I learn pretty fast and if you can get the hang of backgrounds and textures and objects and stuff you COULD make a simple 2D RPG-type thingie a-la The Elder Scrolls: Arena style (Go to www.the-underdogs.org and search for it to get a basic idea. Just the game though no source or nothin.) but top-down instead of first person. In my opinion, top-downs and third-person games are a LOT easier to make than a first-person or POV game. If you want to make a simple RPG though, you should really read the help documents and look up some things in the helpfile indexes first because if you want to make anything that needs skills and such, you should learn about arrays and functions so you once you agree on your calculations for skill gains/drops/learning, level gains, and other stuff like that you can set them in a function and use an array for all the skills instead of using individual variables for each one. I think that if I really set my mind to it currently I could actually make a basic non-linear RPG where you could wander around, buy equipment, bonk some monsters, and that would just about be it. Think 2D Microsoft Dungeon Seige with the plot stripped. Yeah.
From a slightly-less-of-a-newcomer to a slightly-more-of-a-newcomer, my advice would be to practice moving boxes and stuff around the screen, work on your colouring for the boxes and stuff, and get that basic stuff down, maybe working on some object collisions and resolution stuff, THEN you go into stuff like models, making your charachter, setting up the backdrop as the ground and stuff, making towns and all that, and set the whole basic scene up peice by peice, making the game world... After you have the whole game world set up then you start worrying about how to save and encrypt data so your players can save their progress, how to load and decrypt that data, how to set up a charachter generation screen with stuff like random variable and stuff so each charachter is different, set up class systems if your game has them, set up skills and proficiencies, and ALWAYS make sure, and I mean ALWAYS MAKE SURE to flesh out a menu system before you start making the skills screens and stuff so that way while you are planning and tweaking the calculations for various things you can change the menu about as you think of some better systems...
And as a final VERY IMPORTANT rule, and I mean a rule so important you should sodder it onto your brain, skull, the back of your hands, the inside of you eyelids, and even your crotch area!!! ALWAYS PLAN BEFORE YOU START CODING!!! What I mean is that if you are currently working on the game world and you finish it and it is bug-free (the ones you get anyways) then save the source, all related files, and anything else, including a compiled version of it so you can quickly return and refrence to the world if you need to... and then code the skill sets and everything else separately, and as you un-bug your code and get the functions all set up add the menus and the code to your main code peice by peice, testing it all to make sure it works. That should be the basic bone-structure of any coding/developer plan. You could do it this way to ensure it all works smoothly on your computer, or just initially code all the parts and slap them together and then have to deal with all of the crazy bugs that pop up (on your machine alone!) and end up spending sleepless nights repairing all the bugs as you wonder WHY you didnt just do it the easy way first.
If you think i'm wrong lemme know but make sure to tell me why. Remember, I am also a newcomer so all of this is just a piecemeal theory of mine from the bits and pieces of advice, and a few years of building on various MUDs. Trust me... If any of you have ever built on a mud you know what I am talking about. If you don't plan ahead or at least have a general idea of what the hell you are going to do, your life will be hell. I am currently building on a Matrix-based MUD and I actually have to re-build and/or re-design the ENTIRE area structure meaning that I have to basically re-build a mansion into a bunch of apartments and/or condos without being able to knock down the building and just re-build it from the ground up. Take it from me: You can code things 2 ways; The easy way, or the hard way. If you choose NOT to plan ahead or at least come up with a general idea/structure of what you want to do then your life will be a living hell. I mean the kind where you just want to go back in time and think up a plan or just scrap all the hard work you've done (but can't really bear to hit that delete key) and start all over from scratch.
Ok, I'm starting to get all philosophical about programming and building here and this post is getting quite long so I think I'll take a few breaths and soothe my pre-mature carpal tunnel syndrome while I wait to see what you people think of my brain-think-o-rama-stuff-of-intelligence. Heh.
*Goes to rest*
[EDIT] One quick thing too that I forgot. I wholeheartedly agree with RPGamer in the context that the original question was asked. That basically means I agree that an RPG that the average newcomer wants to make is really for far more advanced levels of programming, but I also think a newcomer could make a basic 2D top-down RPG with basic skills and swords and monsters and stuff with no real storyline, but still has enough to do to keep you interested in getting that 'lil level 5 warrior named Ch33zzp00f to 100% proficiency in melee combat by going down to the local dungeon today, bonking some monsters, coming back to sell some loot, then trekking to the nearest city with it's nearby mega-dungeon to bonk some bigger monsters, hopefully getting your skill just that much closer to upping to 100% proficiency. To be quite frank with you all though, I am still having fun making a simple design of boxes on the screen and then moving one box up/down, left/right, and near/far via my up/down arrows, left/right arrows, and W/S keys respectively. Practice with arrays and that crazy DIM thingie too until you could write a bunch of arrays, DIM them all, and then use them to do something. Then move on to making spheres and boxes on the screen that move when you use your arrow keys (or WSAD keys if you want) and try to get the basic pattern of the scandcode thing in your mind, at least to the point where you could write out a diagram of a keyboard and label/number all of the keys to help you out a bit. Don't actually burn it into your brain so you can just think of a key and recall its number instantly unless you are going to go RRRRREEEEEEAAAAALLLLYYYYY heavy on the keybinds and functions and stuff. Seriously. Scandcode = good, being able to draw out a diagram of the scandcode = very good, but memorizing the WHOLE thing = insane. Yeah. I'm starting to ramble again though so this edit must end. [/EDIT]
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