- Joined
- Feb 13, 2017
- Messages
- 50
- Reaction score
- 71
- First Language
- Spanish
- Primarily Uses
- RMMV
RPG Maker MV motto is "Simple enough for a child; powerful enough for a developer", but we are missing a very important step in there, how do we go from "child" to "developer"? As of right now, it would require the child to go learn coding elsewhere and then come back, what will happen probably is they either never learn coding or never come back when they do.
Unity is considered to be one of if not the most widespread used game engines out there, but why is that? Unreal engine is more powerful, has better performance on desktop/mobile/console, and it's pricing scheme is just as fair if not better for smaller devs, so why are people still picking up Unity in droves? In my personal opinion, it's because of the quantity and quality of learning resources it has, Unity has plethora of "Learn C# while making a game" courses and tutorials, which for someone go wants to make games is a million times more interesting than making a Point of Sale program on visual studio using a traditional book, which is roughly the equivalent we currently have in RMMV with JS. Game Maker back in 2010 and earlier had plenty of good learning resources, and GM was THE indie darling back then, but then they shifted focus to the more "professional" crowd and didn't make any new learning resources, no new people picked up GM over the years and it has gotten to a point that GM is nearly considered a joke in gamedev circles.
In my opinion, RM is very lacking of in depth learning resources, when I got the software gifted to me I ordered a book from amazon, it basically covered "how to make generic RM game #124675", just like nearly all tutorials on youtube, conditional branches are seemingly the most advanced topic people making these are willing to go, and JS code is almost never touched, and when it is it's either brushed over or directed to people who already know JS.
I honestly don't know how this could be approached, either a tutorial series on the blog, a paid for course sold as dlc or a book; and how to approach teaching JS while applying it to MV, some of the most commonly needed things like customizing menus, scripting cutscenes and making simple plugins could be a good starting point.
I personally consider the move to JS the first chance RM has ever had to rise above it's toy status into actual tool territory, and Degica is seemingly doing a good job moving RM forward at a decent pace for the first time in over a decade, adding a staircase to help people go from "child" to "developer" can only do good for the engine in the long run as people won't have to leave the community in order to grow as devs.
Unity is considered to be one of if not the most widespread used game engines out there, but why is that? Unreal engine is more powerful, has better performance on desktop/mobile/console, and it's pricing scheme is just as fair if not better for smaller devs, so why are people still picking up Unity in droves? In my personal opinion, it's because of the quantity and quality of learning resources it has, Unity has plethora of "Learn C# while making a game" courses and tutorials, which for someone go wants to make games is a million times more interesting than making a Point of Sale program on visual studio using a traditional book, which is roughly the equivalent we currently have in RMMV with JS. Game Maker back in 2010 and earlier had plenty of good learning resources, and GM was THE indie darling back then, but then they shifted focus to the more "professional" crowd and didn't make any new learning resources, no new people picked up GM over the years and it has gotten to a point that GM is nearly considered a joke in gamedev circles.
In my opinion, RM is very lacking of in depth learning resources, when I got the software gifted to me I ordered a book from amazon, it basically covered "how to make generic RM game #124675", just like nearly all tutorials on youtube, conditional branches are seemingly the most advanced topic people making these are willing to go, and JS code is almost never touched, and when it is it's either brushed over or directed to people who already know JS.
I honestly don't know how this could be approached, either a tutorial series on the blog, a paid for course sold as dlc or a book; and how to approach teaching JS while applying it to MV, some of the most commonly needed things like customizing menus, scripting cutscenes and making simple plugins could be a good starting point.
I personally consider the move to JS the first chance RM has ever had to rise above it's toy status into actual tool territory, and Degica is seemingly doing a good job moving RM forward at a decent pace for the first time in over a decade, adding a staircase to help people go from "child" to "developer" can only do good for the engine in the long run as people won't have to leave the community in order to grow as devs.

