even people like that wanted to manipulate the engine and to make 2D than staying 3D
People want to achieve different things within the same framework. Some teams looked at the PS1 and said, "
hey, what if we made a game entirely of beautifully crafted 2D assets?". Someone else, "
I think it'd be cool to work with fully 3D environments and billboards for characters." Then someone else thought "
nah, what if we worked with 2D, pre-rendered environments and overlaid 3D models on top?" and then someone else "
Screw that! I'm going FULL 3D!"
There was never a moment in the PS1 lifespan where developers thought that 2D was better than 3D. It was always the cheaper alternative. Sony US didn't even want to port 2D games to the west, so we lost a lot of amazing titles because of that. What I'm saying is, all of these are great takes, and it depends on the authors themselves and what they're more comfortable with or what suits their project.
Now, if what you're saying is to make the RM engine have the capability of processing 3D, that could make more sense
MV already has, MV3D is what brings it to light from what I know. BTW MV3D is already an implementation of Babylon.js. This sort of stuff eludes me as I"m not a programmer, but basically, MV provided us with the framework to enable us to implement stuff like Babylon.js, for example. I'm sure the next RPG Maker will iterate and improve on the framework even if not touching on 3D stuff directly, by making it more compatible with modern solutions to that. AFAIK the Pixi.JS updates that we had through the MV lifespan greatly expanded upon the graphical capabilities we had at every update.
I would prefer it to be still a separate plugin
I agree with that. What I personally would love the most is for MV3D to become an official tool created in partnership with Degica/Kadokawa, with the budget allocated to fully support Dread and the development of the plugin. Also, having 3D implementation by default on RPG Maker would radically alter how the engine behaves and I'm not sure that's something we want. There's the distinction there, though: The technology/framework being there vs. it actually being implemented into the base engine.
I've seen nothing from your thread list other than animation resources
Well, you've seen the game Im working on, and the monster packs are linked in my signatures, as well. I've released resources in the community since 2009, although not very frequently. Nonetheless when I say "the many", I mention literally every artist that has released an asset in the community, commercial or otherwise. To leap from 2D tilesets to 3D environments, especially with a tool such as MV3D, is not hard at all, and the fact that it is 3D means that you don't need to fake elevation or perspective within the 2D tiles so the workflow becomes easier.
Celianna's Ancient Dungeons can be taken as-is into MV3D and it will look absolutely gorgeous, btw. At least, with the right lighting and resolution.
I'm talking about 3D that uses polygons and model, which is, apparently the plugin could handle it. But yes, that includes animation.
Yes, the plugin handles 3D that uses polygons. It creates polygons on the fly by reading parameters from the script, all that you need to do really is to paint a 2D map and the plugin interprets that and generates a mesh. You do also have the option to import models. You do not have the option to use models that have animation data.
As I've mentioned, anyone with 2D art knowledge can paint tilesets and dress the MV3D generated polygon mesh with them. I am
not talking about having the community generate realistic characters with hundreds of animations to be imported into something like MV3D, but that's not what MV3D is about. (You can still do that by using pre-rendered realistic characters like Diablo's or PVGames', although that requires a good art direction or it'll stick out like a sore thumb.)
I've tried Blender, while it's fun, it just takes a lot of work than me to just edit 2D sprites. Why do you think it's not hard? is it from your personal experience?
The workflow is very different, with pros and cons when it comes to 2D. Firstly though, for most things you don't need to open blender at all, as I've mentioned in MV3D's case you just paint textures on a tileset and the game loads them. But when it comes to creating .OBJs, or animated characters especially, then it's a bit different and harder, but not necessarily more laborious. Creating a base mesh for a character will take more time than creating a sprite template. Creating the first animations will so, as well. These are some downs. But a 3D model created this way won't have to be accounted for for every direction, and the animation for one character can be reused for literally every other character in the game, with simple and quick tweaks to give them more personality if you want. So the initial workload is more intense, but it is diluted if you make an asset pack, or a game, that is big enough. 3D assets are easier to edit, scale, etc. as well. And when you do scale or edit, you won't need to do the same for every other frame of that character. You can easily make a character taller or chubbier by modifying and displacing a few vertices, go do that with pixel art and you'll have quite a bit more trouble. So yeah, it's... Different.
I'd say 2D initially is cheaper / easier to do, but the bigger the 3D project is, the more 3D wins over 2D in terms of feasibility.
Now, after all, you seemed so supportive on the 3D engine, why would doubt it?
I don't think they'll change the editor that much, and that would alienate a great part of the userbase.
What I really expect is: An improved framework that allows us to achieve stuff that's even more insane than MV3D, packed with an editor that's familiar but a touch improved. And I would REALLY love if Degica would get in touch with and financially support the development of MV3D, adopting it as an official RPG Maker product. That's, of course, if Dread wants it, of course.
Anyway woop....