I think it's kind of a "if it works for what you want to do" sort of thing. Another big limitation of RPG Maker is what platforms you can build for (though, I guess MV has alleviated that somewhat). You can, of course, use external tools, but that kind of defeats the purpose I think. Your map editor is limited to what your version of RPG Maker has, your database is limited to what the editor provides. I think the biggest limitation of RPG Maker is the fact that you cant extend the editor like you can with something like Unity. I don't use it anymore except for the occasional messing around, but I don't agree with what some people say about RPG Maker not being a good choice. I spent a lot of time using RPG Maker, mostly XP. In my opinion, if you're making a JRPG, RPG Maker is as good of a place to start as any, assuming your scope can support it. It's a testament to the engine that all these things are possible, but at some point you need to step back and wonder if it's worth it. There's a lot of cool things you can do with RPG Maker that isn't "standard." I've seen Zelda-esque games, arena shooters, and even a side-scrolling brawler. As a developer, you have to determine if making changes to the standard defaults are (first off) possible, and if the effort it takes to change things up is easier than just starting from scratch. That being said, the newer versions of RPG Maker seem to offer up a lot more options when it comes to customization. The problem is that without changing these systems it feels like a "generic" game, because then the only thing separating it from the thousands of other games is the art and story. The biggest strength of RPG Maker is also its biggest weakness: It provides a pre-built implementation of a lot of the standard JRPG staples such as movement/tilesets, combat, party system, conversation, and inventory. Comments and suggestions are welcome, thanks in advance :) Sorry if it's not clear, english is not my first language. I hope you guys can help me, or even just point me in the right direction. This is the part that I'm having a lot of trouble with. For example, it will never have an Exit that doesn't connect anywhere, or, say a Room with a South Exit leading to a Room without a North Exit. Room configurations can repeat per Maze.Ī Maze always starts with a Room with a single Exit.Ī Maze will always be self-contained. This leaves me with 14 room configurations (Exits on N, E, S, W, NE, NS, NW, ES, EW, SW, NES, NEW, NSW, ESW).
![rpg maker mv 3d labyrinth rpg maker mv 3d labyrinth](https://mobilemodegaming.com/wp-content/uploads/2020/02/labyrinth-3.jpg)
Only one Exit per direction- North, East, South, West. Here's the limitations that I'm working with:Ī Maze can have three types: a short one (6-12 rooms), a medium one (9-15 rooms) and a long one (12-18 rooms).Ī Room can have one, two or three Exits (there's no rooms with four Exits).
![rpg maker mv 3d labyrinth rpg maker mv 3d labyrinth](https://img.itch.zone/aW1hZ2UvMjAwMzA5LzkzNjcwNS5wbmc=/original/cy0iC3.png)
Unfortunately, I only have Rooms with Exits (doors?), and I can't choose where to put "walls". Second, I'm having a bit of trouble finding a Maze Generation Algorithm, since most of sites i come across is talking about walls, doors and rooms. I'm also using Visual Studio Code alongside it, since the event system wasn't quite good enough so I'm injecting Javascript into it via the plugin system- if I'm not mistaken, the last version of RPG Maker can also do this but using Ruby. I'm using it because real life is getting in the way right now, and I wanted to start developing this game idea I had using the easiest method.
![rpg maker mv 3d labyrinth rpg maker mv 3d labyrinth](https://www.thegreatapps.com/application/upload/Apps/2015/12/labyrinth-3d-maze-3d-74.png)
I have to admit, at first it felt like a toy- not an IDE at all. I have two questions for you guys here at /r/gamedev, I hope you guys don't mind :)įirst, what are your opinions on using RPG Maker (which ever version I'm using MV via Steam) as a game engine?