Suggestions for the next RPG Maker

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amerk

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Working RM on a smart phone would kind of suck, but a tablet would be nice. I wouldn't mind seeing a sort of online version of RM that allowed you to work on your project regardless of the computer you were on. There could be an online and offline feature together so you can access it even if the internet is down. This way you wouldn't need to have to download the RTP or software directly onto each computer you have RM installed, worry about getting it re-installed whenever you switch to a new computer, or worry about the legalities of having RM installed on more than one computer. If you go to a friend's house, you could access your copy of RM there right through the internet.
 

gRaViJa

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The engine itself should just stay desktop based (making games ON your mobile device is impossible), but porting abilities to mobile devices are a must in 2012 imo.
 

SoulPour777

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- 2D and 3D Capabilities, without using Mode 7 script or something.

- Mobile Platform capability

- XBOX capability
 

Amy Zee

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- Have the possibility for scripters (and possible mods) to change the program UI itself, instead of having all to work through a text box in the lower right corner of the database. E.g. instead of having <cooldown: 3> in the text box, having a scripter/mod create a new dropdown menu that lets you create cooldowns. Something like this:



My apologies for my bad photoshop skills.

- But what I truly want to see is a cooperation between scripters and the RPG Maker staff.

RPG Maker does a multitude of thing out of the box, but its true power comes from scripts that bring RPG Maker really to the next level. And if scripters could gain more freedom, that would be great.

Think of it like D&D Next formula. One basic game core that does only really basic stuff. Nothing fancy, just the truly basic stuff. You can run a game with it. It's not overwhelming, but the real magic comes here: modular game creation.

In D&D Next, that would be: "Want some extra combat rulings? Here, throw in this advanced combat module. Want to make better use of those skills of yours? Here, take this skills module." You wouldn't deal more damage with the combat module, but just have more choice. Rules for attacks would be in the basic game, but rules for, say, a bull rush (charge toward an enemy at full speed, then push it a few tiles backwards) would be in the advanced combat module.

It would be great if RPG Maker followed this formula: basic stuff only in the core game editor, with many advanced features as modules scripters (or modders) can create to enhance the program. The program itself could come out of the box with some optional modules from itself.

Let's create some mockups later for a better look of what I mean.
 

ShinGamix

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Hero Engine? Never heard of it before thanks Reynard will check it out and I will still quest for a Pc version of RPG Maker 2!

and yes make pitch and tempo on different sliders in music and sound testing.

Edit: -oh Hero Engine.. drools. :rock-left: :rock-left: :guffaw: :rock-right: :rock-right: There goes more of my money...
 
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amerk

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Amy, the problem with allowing scripters to mess with the UI is that I believe it's tied into the source code, which EB will never let anybody have access to. There may be a way to tie it into scripting without giving away the source code, but I don't see EB doing this for the simple fact that once the UI can be manipulated in such a way the incentive to have to buy the next maker will go out the window.
 

Kread-EX

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- 2D and 3D Capabilities, without using Mode 7 script or something.
It has been said already, but I think it deserves to be mentioned again: RPG Maker should not allow 3D. First, people who want it are under the false impression that an user-friendly interface would make working with 3D easy. Here's the truth: it won't. 3D development is very complicated, and to make RPG Maker suited for it means to sacrifice RM strongest point (ease of use) for a more robust and performant engine. If you want 3D, learn some C# and go to Unity. It's an excellent program.
 

Archeia

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OpenGL support if only for making use of video cards and making graphical add-ons less laggy (such as rotation <_<)
 

Travatar

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It has been said already, but I think it deserves to be mentioned again: RPG Maker should not allow 3D. First, people who want it are under the false impression that an user-friendly interface would make working with 3D easy. Here's the truth: it won't. 3D development is very complicated, and to make RPG Maker suited for it means to sacrifice RM strongest point (ease of use) for a more robust and performant engine. If you want 3D, learn some C# and go to Unity. It's an excellent program.
A sort of "simple" 3D could work, like on the first PS2 RPG Maker... but the barrier to entry on graphics editing goes waaaaay up once you add that 3rd dimension, I think.
 

SoulPour777

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Okay, I take back the 3D capabilities, but if the next RPG Maker could do at least a good way to escape from the natural 2D style such as Isometric View for the Battle System, Rotations (BOF4 / Xenogears Style), Clear Graphics Corrections, Better Tileset Set up...these would surely be nice.

I am not being such a complicated person who suggests, but the if possible, RPG Maker should support A* Algorithm / A* A.I.

This would be very nice for those NPC or enemies that tries to follow a character, so we would not need to event them, skip if not passable...etc on the events list. With A* (A Star) algorithm, this would help the game maker easily set up events for collision detection.

Or if they do not wish to add A* algorithm, then since it is 2D, they could add PPC (Perfect Pixel Collision), though I know this is for C++ Programming (Allegro), I guess a way to implement this in ruby would be very nice.

OpenGL RPG Maker Version would be very nice, but way too complicated.

And lastly, I know some game makers out there has been searching this, CHOOSE YOUR OWN TYPE OF BATTLE SYSTEM.
 

amerk

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The problem with having two battle systems (front and side) is you'd need to have separate areas in the database for each (monsters, battlers, animation, for example, would be different for each). The database could grow quite large trying to accommodate for this, and then you'd have the complications of trying to solve game developer's issues when they accidentally mix the resources for the two systems and can't figure out what's wrong.
 
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Sephiloud

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With all these features you guys are suggesting, I'd be HAPPY to pay a lot of money for this!

Battle System and Menu editors that do not require heavy scripting would be fantastic. And, even though it probably isn't possible, SOME way to play rpgmaker games on a smartphone or some other mobile device...
 

rhyme

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I'm just gonna say, if you want RM to support smartphones/tablets, are you prepared to optimize your game for the touch interface?

Your game will look hideous when it's using virtual buttons. Not to mention it takes up like 60% of the screen space on phones.
 

SoulPour777

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Actually, two battle systems is already possible in RPG Maker XP via script, but then, they are both ABS. Rhyme is right on this point though, I think its better for RM to stay for PC.
 

gRaViJa

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With all these features you guys are suggesting, I'd be HAPPY to pay a lot of money for this!

Battle System and Menu editors that do not require heavy scripting would be fantastic. And, even though it probably isn't possible, SOME way to play rpgmaker games on a smartphone or some other mobile device...
Oh, but it's very possible to make nextgen rm-games playable on mobile devices.
 

amerk

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Actually, two battle systems is already possible in RPG Maker XP via script, but then, they are both ABS. Rhyme is right on this point though, I think its better for RM to stay for PC.
Yes, but what people are asking is to have two systems by default without having to resort to scripts. What they don't realize though is this could really complicate the system, especially since the current battle system is designed around the default scripts. If you were to implement a double system feature, you'd have to accommodate for a lot more resources (front view as well as side view monsters, for starters).

Scripts may or may not have to be doubled in size, but the coding for those scripts would get a lot more complicated and troublesome to work with, especially since they would need to be designed to be user-friendly, something a lot of battle systems and multiple battle systems are not. Where it gets even trickier is when you begin working, tweaking, adding, and replacing certain scripts, especially the ones that are dependent on a specific battle system. Support for existing scripts is already a headache, especially when they crash the game, but the support for two systems would be a nightmare and a daunting task of configuring for anybody that's a scripter.

For me, a better feature would be to keep a similar style of front-view, which has been stated multiple times by other scripters as the easiest to work from when creating newer battle systems, but bring it out of the wall-of-text age into something a bit more eye candy.

Bring back a similar style to RMXP's battle system, but have the battlers facing the enemy and not the screen, and don't have them covering the HP/MP box making it difficult to read your characters' stats. Add facesets into the HP/MP box if that is desired, or better yet just pop up the command window only when it's time to choose the commands, and hide it when the action is taking place. Remove the text and resort to damage pop-ups (including a scrolling state change and animation effects such as poison). Use a cursor to choose which enemy to fight against, thus removing the need of a text that states "SlimeA". Enemies would also have pop up damages and scrolling states. Slip damage should also pop up. A simple bar of text that states when an effect successfully hits an enemy or battler is all that would be needed for the text.

But what I'd really like even more than just an updated visual battle system is a system that is meant to give us more features to strategically design our battles:

Physical as well as skill counterattacks that can be set up based upon types of attacks and states. For example, if a mage casts a reflective fire spell around the team, any enemy that hits us with fire should have it bounced back at them (with a small chance of hitting the entire troop).

More item drops so we can randomize this better with a Steal option that lets us steal gold or items, but maybe customized to allow thieves to also steal skills and enemy stats that can be used for the duration of command.

A blue mage system.

A way to cast certain skills or items on both the enemies and the party. For that matter, better scopes. I should be able to create a whip that will hit all enemy types and a boomerang that will hit the entire troop. For that to work, we should be able to categorize enemies by type (ie., none if no type, undead for ghosts and zombies, unholy for witches and demons, etc) and have the option of giving up to 2 or 3 types for each enemy. We could even set up resistance and weaknesses for monsters based upon a specific type.
 
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Kread-EX

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Actually, two battle systems is already possible in RPG Maker XP via script, but then, they are both ABS.
I can completely understand the appeal, but I agree with the post amerk made just above.

There's also another reason RPG Maker default battle system is so simple: it's so it can be easily modified and enhanced the way the developer wants. The more complicated the default system is, the higher the entry bar to make it your own also is.

(I'm sorry if I give the impression to reject everything you say, btw, this isn't my intention at all).
 

Zozma

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My minor contribution: Auto formatting text so that it starts a new paragraph when you've reached the end of a message window. Failing that, actual working margin arrows.
 

SoulPour777

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I can completely understand the appeal, but I agree with the post amerk made just above.

There's also another reason RPG Maker default battle system is so simple: it's so it can be easily modified and enhanced the way the developer wants. The more complicated the default system is, the higher the entry bar to make it your own also is.

(I'm sorry if I give the impression to reject everything you say, btw, this isn't my intention at all).
That's okay, everyone has their opinions, isn't it? Well I agree on the points Amerk gave. Double battle systems without the use of scripts (say the default of the RPG Maker) would be very much complicated having each battle system's needs.

I'll give a small suggestion:

Item Optimization - Instead of the simple "Make the Chest, Place the Content, Inform me of the things I got" format, perhaps using of graphical representations or show in rotational pictures of what the player just got would be nice. This style was seen on Silent Hill 1, wherein whenever Harry picks up an item, the item picture shows up on the screen, rotates on the screen, while freely choose whether to take it or not. This is possible in the RPG Maker nowadays, but to make a more inviting to the eyes style, I want to see that.

Sprites Upgrade - I want to get out from the small sprites of VX and VXAce. Perhaps using a bigger quality graphics and spriting with the characters would be exciting. Maybe like the size of the sprites in Secrets of Man, Xenogears, Breath of Fire 4, Final Fantasy and etc.

Map Change - Change the maps, perhaps? Too blocky, I prefer the style of RMXP, though, you know, the graphics. Perhaps they could make the new tilesets better with good reso.
 
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