i would like rpgm more if it was as hackable as renpy.
You have made some very valid points, Your sentences before pretty much hit it spot on i think with rpg maker being idiot proof,I was thinking in the creator point of view, but your argument is more than valid. This said, is the problem really the game engine, or the way it's used ? Take Ren'py by example, it can do more than the simple VN style ; still it's what 95% of the creators do.
Going this way, RPG maker is probably the worst option, because it's the more limited game engine. But still, a goodly done RPG Maker game, even if it's a walk simulator, is better than a badly done Ren'py one, or even Unity/Unreal one.
In an ideal world, we would have RPG Maker used for old style RPG games, Unity/Unreal used for real time 3D games, GameMaker for platform and sprite action games, and Ren'py for the rest. Each engine being used for what it do the best. But, well, if the world were ideal, I think that we would know it already.
In the end it's the game which matter. It's not a secret, I dislike the way RPG Maker tend to be used nowadays, but it doesn't mean that I dislike all the games made that way. So, good luck for your project.and think that would be the best engine for my ideas and then when I am done we will see how many people will bash it
True that, no one needs another RPGMaker game using vanilla assets...if you do create your own Tile-sets, chars, animations, menus and the like be wary of the workload though...another tip...invest in customization
create your game and convince him that there is hope for the engine and no oneIt's not a secret, I dislike the way RPG Maker tend to be used nowadays
will bash it
noted on the points with clear up the UI, and backlog. caude its very true the generic things is what people get annoyed with and the getting lost part I have encountered myself way to many times..In that case go for it, here's a few general tips:
-invest in customization, much of people's problems with rpgmaker is the stock UI, combat and menus. Use appropriate stats and get rid of stuff you're not using.
-be organized in your programming, always name your variables and switches and comment complex branches and chains.
-always make clear instructions and keep a backlog if possible, people tend to get lost in such games and walking around can be very frustrating.
the workload is the part I am concerned about, I am not in it to create any profit instead i kinda just wanna create a game with my ideas and just hand it out for free to the community as a "give back" (cant only be leeching).True that, no one needs another RPGMaker game using vanilla assets...if you do create your own Tile-sets, chars, animations, menus and the like be wary of the workload though...another tip...
The more you wanna change RPGMakers core functions the better off you are using Ren'py...it's more code work and does not pay off...use or write plugins ( if it's an RPG you create there is a ton of them available by now ) just do yourself a favor and stay away from the mess they don't want you to touch...another one...
get feedback early on...I could have saved myself a lot of work if I would have done it and if you are in for support it doesn't hurt if your project is known before it's first release...and last but not least...
create your game and convince him that there is hope for the engine and no one
By the time you create a 2D tile based engine in Ren'Py I think you've gone too far as well though Use construct or gamemaker.The more you wanna change RPGMakers core functions the better off you are using Ren'py
I'm not going to try to tell you which to use but wanted to point out that some people won't even download a RPGM game so you might also want to use other ways to gauge your decision like comparing it to similar games - popularity, likes, thread activity...... You could even put a poll at the beginning of your game thread asking whether folks would rather have the game using the engine you choose or the other one.when I am done we will see how many people will bash it