lohaday.blogg.se

Unity vs rpg maker xv ace
Unity vs rpg maker xv ace












unity vs rpg maker xv ace

#Unity vs rpg maker xv ace free

Who the hell is motivated doing an uninteresting project with standard everything that has nothing new and exciting about it? In their free time? Nobody is. In addition, you also have to consider motivation - we're not talking about day jobs here, but hobbies and passions. The students who aim low in their first project are more likely to deliver a "finished" result, sure.īut the students who aimed way too high in their first project (and are not idiots, just inexperienced) will learn so much more during their time and their following projects always, ALWAYS end up way more interesting (and sometimes even way more polished). I do know a thing or two about how game development & learning it works. I know that to some (especially those without first-hand development experience) this seems counter-intuitive, but listen to someone who has actually been teaching (and studying) at game dev schools. A lot of the games mentioned above would be seen more akin to "JRPGs", thematically at least Die Reise ins all, Sternenkindsaga and Wolfenhain are *definitely* not JRPGs, even if the mechanics might as well be. There are a lot of really great games around there, especially horror (non-RPG).ĮDIT: Yes, people diffentiate here, sorry my bad i have trouble understanding what the actual differences are. Also has a very succesful international release.

unity vs rpg maker xv ace

It's just relevant as it originates in the german RPG Maker community and is, design wise pretty much in line with whatever the maker is able to do graphically. The game Crosscode, while not actually being made in the RPG maker, has excellent game mechanics at least, even though some of the designs (story and progression) fall pretty flat imho. I do believe there have been translation efforts into english for his games, you may find them on the english/international plattforms. If language is not the problem you should probably check out " Die Reise ins all", " Wolfenhain"," Sternenkindsaga", " Hybris pulse of Shadows" (which has a steam release and is available in english, even though the developer has, thanks to international player feedback, changed their own drawn *acceptable* artworks to whatever shit these horror film artworks are.)Īll games from the developer "Kelven" are above average as well, even if a bit "classic" including the fact that he does every bit of graphics himself from scratch. The german community has made some really good games. You probably get a better idea of how much work it will take as you work on individual parts and can scale up later if you want more.Īlso, one advantage of small scale projects at the beginning is that its easier to keep up motivation, as you know its not an endless slog once you get into one of the parts that are less fun to make. Random combat, fixed encounters, a mix of both. I probably would think about what kind of game you to do, does it have cities, dungeons, how many you want to make. That said, starting small and then iterate to greater lengths as you go along could work.Īs for 10-15 hours, not sue Falksi if that's too long or not. Or that they learn a lot with during their first project, realize just how bad it is, start over from the beginning, and again and again. And often the reason is that new devs start too big and lose steam along the way.

unity vs rpg maker xv ace

I've watched the RPGmaker scene for almost 20 years and my guestimate of projects that reach the finish line is at < 5%. I mean if Falksi has done games before then he would know what to expect, but if he hasn't, well new devs usually underestimate the work that goes into even making a functional, okay-ish small game. Click to expand.Sure, but few people have your dedication and discipline.














Unity vs rpg maker xv ace