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game engine question

Kruger1

Newbie
Aug 10, 2023
34
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I've been curious about potential game dev. Is it better go with RPG maker or unity, if I'm beginner
 

Insomnimaniac Games

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May 25, 2017
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Fuck Unity and their bullshit. Better choices are RPGM (Easy to learn, hard to master) or Godot (Harder to learn, but more flexible.) Otherwise, Unreal and Renpy are options depending on the game you want to make. I'm assuming RPG, given the two you stated as options.
 

Winterfire

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Sep 27, 2018
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If you're a beginner (no experience at all with Unity) go for Godot.

RPG Maker is also fine, and many of those concepts can be replicated on Godot if you stick to 2D.
 

Kruger1

Newbie
Aug 10, 2023
34
33
yeah. I've played many games made with unity and most of the time they have been quite hard to get to work, cuz of localization and whatnot.
 

Insomnimaniac Games

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May 25, 2017
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I didn't mean Unity as an engine, I mean the company doesn't deserve anyone using it. They've proven that they're a whim away from completely fucking over anyone using Unity for game development. I hope someone pisses on their cornflakes.
 
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Kruger1

Newbie
Aug 10, 2023
34
33
okay I see :D. I think I'll look into rpg maker, seems to have the lowest barrier of entry.
 

Insomnimaniac Games

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May 25, 2017
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okay I see :D. I think I'll look into rpg maker, seems to have the lowest barrier of entry.
Then you'll want either MV or MZ, and . It's a hell of a resource for just about anything MV/MZ related.
 
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Winterfire

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No, don't get MV. Get MZ.

-edit-
Get it from here:
 
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hiccupotamus

New Member
Jan 23, 2025
2
1
Don't be scared to try unity. Unity 6 was a major upgrade, more stable, can easily install and remove cleanly with package manager, really such an improvement it's too much to list.

They've done a lot of ridiculous sales this year, pretty much anything you wanted was 70% off and some stacked with an extra 10% off. So I bought 800 tools and assets.

There's a lot of resources on Github, some can be outdated, but unity 6 can automatically update some of the code, amplify shader editor can automatically update 90% of the shaders by opening them and re-saving. Then (with any of your code really), you can use Github copilot (even free version) and/or many llm's (like chatgpt or freely available using tools like ollama) to navigate updating the rest.

A lot of discussions and videos over the years, so you can find plenty of guides, and llm's have a lot of this data already.

But, if you're looking for an easy avenue to get a character with touch and pose physics, then that would be Unreal. It'll cost you in other ways though.

I'd say, developing in Unity has been pretty good, I've made several different styles of games and tools in vr. But a touchable and pose physics with full ik layered on animations has been the toughest (each of those in other combinations has been easy, but the full combo while keeping blendshapes, so dynamically rebuild mesh to reduce vram usage and update all of the above has been the trickiest).

You'll find no matter which one you use, there will be time commitment and getting familiar. Some things you'll understand to a limited degree, then later it'll make more sense. So don't get discouraged when you hit these walls. Your next attempt at the next thing you'll learn something different and you'll probably end up fixing, upgrading, or borrowing from your earlier attempts. This is normal. There a lot to learn.

Don't fall for the "for beginners" trap. It's an entire market. It's better to dive into the final tools you'll end up using the most into the future, which will be Unity or Unreal, maybe Godot. But right now, if you want to pivot ANY of your 2d/3d into PC/consoles/vr/mobile, then these are your only true choices. If you learn another tool, that time won't be a complete waste, you'll pickup the basics and know what to look for in the other, it's the gotchas and edge cases you'll have relearn and discover the hard way in the other tool.

I feel that unity popularity has been coming back, but also unreal community resources been growing rapidly. Godot has an opportunity, but lately it's losing community support and funding. But it'll be good practice to test drive it and keep an eye on it's development by actual use.
 

osanaiko

Engaged Member
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Jul 4, 2017
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Kruger1 There's some solid advice (and some that I don't agree with) above. But more importantly, what type of game do you want to make?

If you are specifically looking to do a JRPG style adventure game, then RPGMx is a good choice. The top-down map, rpg character skills/experience/levels/equipment/magic/battle systems are all built in. Customizing it can be a real pain however.

If you want to make a relatively basic "Show text / show image / show choice" game loop, then Twine/Sugarcude HTML games are quite simple. HTML means it can run almost anwhere, downside is that the presentation is not great unless you put a lot of work in. You will need to get a handle on Javascript and CSS to do any more advanced stuff.

If you want to make a visual novel style game, then Renpy is the best choice. There is a reason that 80% of the games on F95 are built with renpy.

If you want to make something unique and complex, then Unity or Godot are options... but be ready to spend a lot of time learning how to be a general programmer and solving code problems that are unrelated to your game idea. Neither of these platforms are for beginners.