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Ultima iii exodus pc speedrun3/17/2024 So it's not in the RPG Maker 's developers best interests to try and second guess what art to include. The fact that you can change the graphic assets is a benefit, and someone who believes themselves to be a true game developer would know that you don't ship games with the stock assets that everyone will be using, you hire people to create graphics that are unique to your game and minimize the amount of shared assets. The trade off is that RPG Maker is not going to be everything for everyone. The Javascript implemention on top of pixi.js allows for doing far more with the game engine than previous incarnations. The RPG Maker MV assets it comes with are specificly designed for the Dragon Quest/Final Fantasy game style (previous versions were generally designed around Dragon Quest style JRPG's) however that doesn't mean that is the only kind of game that can be made with them. RPG Maker MV, in theory can be used to create action-RPG games (Zelda), but you're still looking at creating more art assets. In 2D games most status effects are just palette swaps. So instead of just having one art piece, you now need sprites for each status, as well as attacks and dodge/defensive hits. To do animated monsters, requires further art assets that would increase the amount of work required. The amount of art assets required to do the Dragon Quest style is much less than that required for the Final Fantasy style, as the latter requires an additional set of animations for combat which otherwise aren't needed. A third type, the kind used by Chrono Trigger and Secret of Mana is a variant of the Final Fantasy style without the random battles that switch to a separate combat stage. The Mother(Earthbound) style is also a Dragon Quest style, as is Pokemon. Where as Dragon Quest's combat system originated in Wizardy:Īt any rate the front-view in JRPG's are generally referred to as "Dragon Quest" style while the side view is "Final Fantasy" style. Compare the FM Towns or NES version of Ultima 3 (aka Exodus) with FF1 for NES/MSX Japanese versions of Ultima and Wizardy games were a lot more visually attractive. Like the side-view that originated in FF1 is actually a varient of the combat system Ultima 3 had. JRPG's more or less descend from Ultima and Wizardry. People focus too much on price and wish the product did more because they don't want to make the effort to create something that requires effort. That said, for $70 and the base it provides is already enough for you to create games with, but if you actually wish to create something worth playing you'll invest time into making an interesting experience with additions that change the base. 70$ not also acting as a publisher with Steam for your games. ![]() People focus on the random stuff and get excited about it. ![]() ![]() There's a plugin already that has the enemies take a step forward when they attack. In FF1, where my JRPG tastes come from, enemies flash when they attack and that's it. Not in a PC 2015 release game (where enemies flash and have a death picture, and that's it), nor in handheld games like Etrian Odyssey or Class of Heroes. Wizardry-type games, a party of four navigating a 3d maze in first person, don't have animated enemies either. Origineel geplaatst door ocean pollen:*shrug*
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