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I definitely recommend having one main project in Dropbox, and then everyone else having a local copy on their own hard drive that they do all their work in. So 98% of the time, it should be extremely simple to keep track of. The good news is that the mapper has to finish before anyone else can start, and very few maps will have both cut scenes and battles/chests. Your mapper will need to add doors and blocking tiles and cosmetic objects, your gameplay designer will need to place battles and treasure chests, and your story developer will need to create the cut scenes. Because RPG Maker uses events for so many different types of things, there will be unavoidable overlap here. The only parts of the game that multiple people should ever really be working on in 99% of RPG Maker collaborations are map events and the common events.
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If your game has unusual needs you might have more roles, but you're not going to have multiple people in the same role like you would in a large software design team. Typically, multiple roles will be filled by one person. A typical team consists of: - Map builder - Writer/Story director - Script programmer - Combat/database/gameplay designer - Artist - Musician A team of 6 people is rare, though. You shouldn't ever need to merge your database changes with someone else's because only one person on the team should be in charge of the database. Does the RPG Maker community have any established practices for making collaboration easier when you can't use source control effectively?Īn RPG Maker project shouldn't really have multiple people working in the same area. SMBX uses text files, but its format is undocumented and unstructured enough that a user would have a great deal of difficulty tracking changes if he had to review things to try to resolve a merge conflict. Every RPG Maker version so far has used non-text source files for its maps and databases. The problem is, because of the way source control functions, all that magic only works on source code, specifically, on text. In "real" programming, this has been a solved problem for decades: you set up a source control server that's able to track and merge changes from different project members and it magically takes care of 90% of it automatically, and the last 10% just requires a team member to review the merge process and make sure nothing broke too badly. But if someone else added a new map at the same time, they can't accept the map tree file from me, because it will stomp their changes, so adding new maps becomes a big effort in coordinating changes between everyone involved. If I add a new map, I need to send everyone the new map file, but I also have to change the map tree file and send it to everyone. Simple questions will be redirected to the Common Question and Answer thread.Every time I've tried to work together with a team on a RPG Maker project, we've run into difficulties in one particular area: sharing changes.
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