- Aug 24, 2019
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I agree somewhat, but disagree with some of the statements.Can I tell you guys what I think of all this new RPG Maker? I honestly think of this iteration of RM (RPG Maker) to be more of a "patch" than a full RM game engine too. I don't think this deserves to be called it's own RM but more like RM MV Ace. It certainly doesn't deserve the $70-80 price tag for this whole standalone game engine.
RMZ is not the revolution I was hoping it would be, there are no bold steps to decisvely enhance the end-user experience, especially when it comes to providing an "advanced" mode or other ways for experienced users to get past many of the obstacles.
It's also not nearly as much of an evolution as I think it should be, but I've already spoken about that, and the consequences I fear for RMZ as a result at length - won't repeat them here.
I do think it's unfair to simply label it as a "patch", though, because it did rebuild the engine and add new features - some of which are very welcome improvements. And while sure, I was hoping they'd use that opportunity to integrate new ideas in the very foundation and enhance the overall flexibility of the toolset, just the rebuilding is still a lot of work, a lot of it not just coding work but cognitive work such as finding ways & solutions to better handle the way certain parts of the engine function. (Which is A LOT of the coding work. Just writing the lines is often by far the least amount of work)
That why I wouldn't subscribe to labeling it as "not deserving" a price tag. At the end of the day, as I wrote in some earlier post, it's a value proposition. People value different things differently, and what to you might not be worth your money will be worth it for someone else.
So I wouldn't support your assertion that it's not worth the price point, but I can get behind the disappointment you feel.
Some of that will probably be fixed through plugins from the community (like in MV) but yeah, more improvements in general would've been very welcome.I would have honestly wanted for them to create a full 3D RM game engine. But ok. If it was still the same kind of 2D game engine here are the things I would want:
I would need at least 2 "major" ones here in order for me to purchase MZ. These major ones include support for other languages, other well-programmed battle systems and animated enemies.
- Maybe being able to edit the editor and add your own variables (like new "stat" variables)
- Maybe make smarter enemies (such as they can only heal a wounded ally
- Maybe make more troop event conditions
- Maybe make more potentials for events on the "world map"
- Make animated enemies- I care about this one a lot
- Make support for other languages, such as C#. So when you build it, you tell it's language and you can create plugins in that language
- Maybe make native support for various battle systems (or just include well-programmed plugins for battle systems like tactical. action and Conditional Turn Battle)
Support for other languages, though, I think would probably be impossible.
The engine is in JS, and you can't rewrite the engine for every coding language.
You'd probably have to design an entire JS -> C# converter to make that work, which I have no idea how anyone would go about, but I'd imagine it wouldn't be easy. So that one thing would be an insane workload for what wouldn't be necessarily a big improvement - in part because any new code advantage you could gain would come back to haunt you in compatibility issues and a community that's split across multiple coding languages.