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FADE and RPG Maker MV

  • Milennin
  • 08/04/2015 11:58 AM
  • 12320 views
With the announcement for the new RPG Maker MV engine, I've been thinking about transfering over my project to this new engine. There would obviously be pros and cons to doing so, so to organise my thoughts:

Pros to remaking my project in RPG Maker MV:
-Have my game out on an engine that's actually relevant, making it easier to draw people's attention to it.
-Multi-device support. The ability to play my game on mobile devices would be a large plus, and contribute to getting more people to play it.
-Built-in side view battle system, just like RPG Maker 2003's, but hopefully with a huge amount of more options, stability and convenience working with it.

Cons to remaking my project in RPG Maker MV:
-It would take a huge amount of time and work to remake everything from scratch.
-Higher screen resolution means having to upscale all my graphics assets, making it less convenient when editing stuff etc.
-Some things I currently have working in FADE might not be possible to do in the new engine, and so I might have to sacrifice certain features or gameplay elements.

To elobarate on the last point: I'm mostly worried about the way turn-based system generally works.
-In FADE combat, when selecting an action for a character, that action is immediately executed. This helps make battles feel more exciting and fast-paced, as well as let the player control the order in which they want each character to move (more strategic choices to be made).
-In VX Ace combat, you first select the actions of all party-members before they are executed. This is boring, because there is more down-time between turns, and also offers less control to the player.

Other, smaller things I'm worried about that might be missing in the new engine is the option to use animated monsters in battle. This is another huge feature in FADE, that I would not easily sacrifice. Maybe certain non-combat things might be more difficult to pull off if the new engine scales back on the amount of eventing options like VX Ace already did in the past.
Maybe these things might be possible to get working anyway with the help of scripts, who knows. It's hard to say at this point when there's basically no real information out yet.

What it eventually will come down to is how much there will be possible with the combat system - I'm not too worried about the overworld features. Looking at VX Ace, it has so many more things you can do with the combat system, things I wish I could have working in my RPG Maker 2003 project, along with much better stability (damn you, skill cancel and party-wide stun game overs!) I wish I could have combat events working under common events, maybe some kind of script that would let me scale the power of skills depending on character level - stuff like that would make things so much more convenient and easier to work with.

All that said, I certainly won't be abandoning my current project, and I'll still work on making progress in the RPG Maker 2003 version for now. Since for all we know, the new engine is going to suck and not be worthy of running FADE on it (lol :D)

Posts

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Let's make it a race and see who finishes first. Me for the next demo build or you with the next chapter. :D I bet I'm going to lose, lol.
Probably so! I have only a few more scenes (and then playtesting) and the chapter is finished.

Looking forward to it though. Especially if you manage to pull off the whole RPS+ tweak thing.

Done (pretty much, I'll test it) with chapter 3. Next is Chapter 4 then I'll put in any good stuff like shops and hidden exp.
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