I put a lot of thought a while back into how one would make a 3D RPG with little to no programming, and basically once you cross a threshold of complexity, you're still building a MMO, so you may as well start at the requirements of a MMORPG and scale back. using voxels is the best idea I have heard yet for a 3D RPG Maker (and not minecraft style, more along the lines of everquest landmark) voxels don't have to be large cubes. For building maps and whatnot, they could use voxels, would be really cool IMO.Īlso, aside of this I've seen another 3D RM that seems to use BASIC of some sort for coding: - I remember it was expensive, but now it costs only $12. No more free passes for Early Access.ĭarkhog eredeti hozzászólása:I sincerely hope the next RM would be 3D, like PS2 one. Too many people have ruined Early Access for everyone else. The days of, "Give us your money now!" and promising a long list of features are over. Editing terrain, editing terrain, ooh here's a video of them.oh.editing more terrain. Go check out their official youtube channel for yourself. Show me "a full RPG game" someone has made with it. It wasn't when it was released and it still isn't. MyRPG Master is nowhere near being the "tools and systems for a full RPG game." You know when you pay for that you are paying for already put together tools and systems for a full RPG game right? Saying you can "get it for free" is like saying that any engine shouldn't cost money because you can just "code the game for free! why pay someone?!" It is basically paying for something you can get for free. Witch is under the MIT license just read the negative reviews. If you're currently struggling with RPG Maker, switching to Unity or Unreal Engine will probably make things worse long before it makes them better.Red Scaled One eredeti hozzászólása:That Game engine is a rip of off 3D torque. Bottom line: If you're prepared to make all your art assets and game systems from scratch, you want sweet 21st century shaders and other modern features RPG Maker consistently lacks even in the MV era, and writing your own dialogue system or saved game functionality sounds like a fun weekend's challenge rather than a herculean task you have no idea how to approach, Unity might be for you. Unity is great at all the things RPG Maker lacks, but it lacks all the JRPG fundamentals RPG Maker ships with standard. (There was even a time where getting a basic 2D pixel art-friendly camera working took some knowhow, but thankfully recent Unity releases have put some emphasis on Quality-of-Life for 2D developers.) You might be able to download some of the missing pieces from the Asset Store, but those assets cost money, and they tend to break over time as Unity's internal systems change with new updates, and asset developers tend to abandon niche products once the money runs dry. No RTP tilesets to use as a base, either. From 4-directional sprite-based character movement to turn-based combat, Unity doesn't have it. This means everything you'd expect from something like RPG Maker or Godot is something you'll need to implement yourself from C# code. Lacks RPG-specific features common in other engines Unity is built from the ground up as a general purpose game engine, and ships with only very basic assets, most of which are geared towards 3D games. Even though you create new thread from Autoload script, your game will just stop and wait for your thread to finish its task. Therefore everything is synchronous in autoload. It is not a separated thread that manage data. For example, Autoload (Fake singleton) where you want to manage data in real time. However If you try that in Godot, you cannot multi-threading where you want to implement asynchronous system. You may mention about multi-threading because asynchronous programming is one way of multi-threading. Which is very efficient for performance of your game. If i give you very simple example for why GDScript is immature, GDScript does not support asynchronous programming. Because C# is popular in other game engine and it contains all the new features that is available from new programming language. You can just feel that by the godot team is solving that matter by supporting mono version. It does have some good features but it is not good enough for what you need if you want to deep dive into game development. Which means it cannot have all the power and new features that is available in Python or other programming language. GDScript is quite immature language GDScript is copy of python and the real problem is, it is not python.
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