Handheld/console ones have kinda trickled in between the PC releases but I don’t think they’re widely considered the core series anymore, so I didn’t include them. Unite is kinda the only outlier because it’s just…different? But, the Unite store page mentions it’s not a successor to MZ. As far as whether it’s an offshoot might be a dose of copium tho. We’ll see.
Audio could be very interesting tbh! Also yes Unite was a Sister engine and not an official one. it was mainly an experiment to see with unity but with the whole Unity fiasco it aint gonna work.
My big issue rn is that rpg maker mindset is <simple enough for beginner and powerfull enough for developper>
which while it is useful, it limit the range of what they can do. if they want to attract customer or ancient user they will have to innovate more. Unite features was actually quite the innovations (parrallax mapping, auto balancing, UI editting in game (even if it was wonky). they just didnt deliver well because they didnt understood the nature of C# and unity well.
They will have to actually push for the next RM. because one thing many people mistaken : Any serious developper don<t mind if the next iterations will break our project if its mean they pushed a lots of breaking change that matters.
lets say they rewrite the entire codebase to be more performant. Yes it break previous game BUT allows lets say for nicer workflow for plugin devs. More tools that helps us plugin dev. or even MORE tools that helps the artist (such as unlimited frame, State machine , parrallax) if they push those features which YES will break previous project, but make our experiences easier then it is fine.
I honestly find annoying the mindset that every rm has to be somewhat <backward> compatible with the previous one. (at least programming wise)
Art wise it shouldnt matter if they allowed custom size of most thing in the system which they somewhat fixed with the multi tileset size support in MZ.
speaking of State machine...I am surprised they didnt implement that since state machine are kinda stapple when it comes to game dev learning...and are actually fairly easy to create.