Rpg maker mv Overview
Simple enough for a child. Powerful enough for a developer
RPGMAKER was born to fulfill the desire of creating an original RPG without programming knowledge. Four years have passed since the release of the previous RPGMAKER, VX Ace. The landscape of gaming, especially for RPGs, has changed greatly. So did the needs of our users. With the latest installment, RPGMAKER MV allows the dreams of many of its fans to come true! RPGMAKER can now create RPGs for MacOSX, Android and iPhone!
Rpg maker mv features
- Sample Data included
- Javascript To Create Complex Games
- Multiplatform Distribution & Mac Support
- Mouse And Touch Input Support
- Large Database
- Battle System Mode
- Three Map Layers
- Higher Screen Resolution
- Plugin manager
- Event Searcher
Rpg maker mv System Requirements
Firing up RPG Maker MV was a little bit overwhelming. You are greeted by a character in the middle of a field, with options and buttons and other seemingly random symbols on the screen. Off to the documentation we go, and this is precisely where the problems begin. The documentation is abhorrent, and that isn't a word I would use lightly. As a software engineer myself, who is currently working on a project with a code base of some 10,000 files, documentation is my works' lifeblood, and it's pretty much nonexistent here.
It may feel a bit cheap to harp on documentation first and foremost, but you have to consider this from the standpoint of someone who is using RPG Maker to make an actual game. Fumbling around in the dark is frustrating instead of fun. This will most likely cause a lot of people to just say no and move on to Unity or Unreal Engine, where the amount of documentation is insanely detailed. Reading the documentation included with RPG Maker MV did give me a small insight into how to do certain basic things, and navigate the UI. For more advanced topics I had to go to forums and various sites of dubious credibility. This is something that you need to consider before even continuing on in this review and thinking about making a purchase, can you handle the severe lack of documentation at your disposal? If you can get past all that, I have good news, the rest of RPG Maker MV is really good!
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These two features, coupled with the large library of pre made assets, makes making a basic game very simple. Create a character, load in a map, create a dungeon, add some enemies, this can all be done in about 15 minutes. But that isn't where RPG Maker MV excels, it excels in letting you create complex skill trees, armor sets, weapon sets, and character progression. I was able to create a few different types of armor which different characters could equip, each with different accessories that increase different stats. I could then take all that and add them to a shop or include them as quest items with relative ease. I was able to change the way the characters stats increase using the inbuilt stat curve generator in no time flat, I was even able to make a two stage boss in mere seconds using the mechanics that already existed. But this is RPG Maker, and RPG's require a good narrative, and the ability to make that is something that RPG Maker MV requires to even be considered for use. Like previous titles, that functionality is there in the event system.
The event system in RPG Maker MV
is used for everything, including door transitions, planned encounters,
shops, and all the way up to giving the player new abilities and
teammates. Events are central to making RPG Maker MV do what
you want it to do, and unfortunately it stumbles over the same
documentation hurdle as the rest of the engine. Even through a lot of
the simple events like chat and shops are easy to get going, more
complicated events are obscured. Examples such as talking to someone
multiple times and getting varied results or getting different options
based on how far into the game you are, are hard to accomplish without
the help of Professor Google. It took me quite a while to figure out how
to do something relatively simple like trigger a fight with an NPC on
the map and then remove that NPC permanently from the player's save. All
that said, there are a ton of options to choose from that make
branching paths, text trees, and NPCs super easy to create and make
interesting, once you get the hang of it.
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