After spending some more time with MZ, I can say that it's clear that MZ is the superior engine as compared to MV, and it's worth the upgrade. It may be a little shy of some really big game-changing features outside of MV, but the performance is a huge upgrade. With MZ, I can have 50,000 pushed items into the databases and saving times will be decent. Doing that with MV is a huge problem when saving databases.
Well, I ran into a bit of a problem with my Might and Magic inspired project. I decided to make my own independent item and random enchantment system from scratch. I did a test of adding 9999 random pieces of equipment to the databases, and does saving a game ever slow down. With shops (including refreshing them), random independent treasure, etc the databases will increase quite a bit over time.
I got some good work done today on my Final Fantasy Legend (Gameboy) inspired MZ system. I have implemented independent weapons, spellbooks, armor, and items. Weapons, spellbooks, and items have usage amounts like in FFL. I'm going to finish off with the esper system, and then it's time to populate the database with monsters, abilities, etc.
I've been playing around with MZ over the last few days. I'm creating a Final Fantasy Legend (Gameboy) system for it. The image below shows how the esper race gains stats. You have a random chance to gain stats and learn or lose skills. For humans, you buy potions to gain stats. You can also potentially have any monster in the game as a character in your party.
I'm spending the weekend working on my Might and Magic inspired project. I'm getting some good progress done. I'm currently just populating the first region with monsters, treasures, and other events. The first city is already complete with instructors, shops, etc.
I really like MZ! The music and art is really good, I like the new animation system, and I love the new character generator and battle system! Also, I really like the layout of the new RPG Maker Web store.
Just some updates on my Might and Magic inspired project. I have implemented the MM training system into the game. If you don't have enough gold, then you don't level up! Also, treasure chests now have individual inventories. Eventually, there will be scenes (visual backgrounds etc) when interacting with NPCs.
Traps, detecting traps, and disarming traps including treasure traps have now been implemented into my Might and Magic-inspired project. If you don't want to get hurt, you better have a character who focuses on the perception skill, and you better have a character who focuses on the disarm skill!
I'm so amazed at this ABS plugin for MV. This is a plugin that can literally fulfill my biggest game dreams, creating an Ultima VII-like game. Below is a video of a quick scenario I created to test out the plugin. The music in the video is my own composition.
Despite time and all the other things I am working on, I decided that I am going to start a Fire Emblem-like project. Follow your dreams! I'll just have to balance hours efficiently. I'm also not making this as complex as my Might and Magic inspired project, so it will be a much easier project to work on.
Besides my Might and Magic inspired project, I have always wanted to make a Fire Emblem-like game. Time is the culprit... Between life, composing music packs, and working on a game can it be done!? The tactical plugins for MV work quite well based on what I have tested.
I got most of the shop mechanics setup for my Might and Magic inspired project. Items have stock amounts, and shops are randomly populated with goods. They reset and restock with new goods after a little while. I just have to finish implementing the merchant skill.
Early try to draw our Demon Countess, who destroyed her own soul leaving just an empty shell of a body - until our heroine unwillingly takes possession of it, every time she falls asleep.
(I know it’s a premade face from the Dark Fantasy Set, but I spent so much time with her, that I can’t bring myself to change the sprite anymore xD)