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. It's one of the few RPGMaker games I've played to feature a character generation system (or at least, as much as the engine limitations of RM2k allow for).GDScript is quite immature language GDScript is copy of python and the real problem is, it is not python. Of the more recent ones, I'm most familiar with Fleshport, which I've only played for maybe two hours because its action sequences were a little too stressful for my tastes - one of the reasons why I usually play CRPGs is that there usually isn't much time pressure and I don't need to be on the ball the whole time.Ī potentially interesting and underrated title I'd like to point out is Ruina: Fairy Tale of the Forgotten Ruins, an interesting RM2k game that plays more like a JRPG version of a TTRPG, with a lot of emphasis on dungeon exploration in the "roll X to find a hidden room" style most of us should be fairly familiar with. There are also a surprising amount of horror titles made in RPGMaker. ![]() ![]() While I would definitely sing the praises for both of these games' writing, I found the former a little too punishing for my tastes, while the latter is mostly a series of minigames chained together by (well-written) dialogue and plot. Then there is LISA, made in RPGMaker XP I believe, and of course the more lifesim/life adventure-esque Always Sometimes Monsters. Its First Seed Material figures and tilesets still make me nostalgic for that era of RPGMaker gaming. I still have yet to play the "enhanced" version though I did play the original (unfinished) 2k3 version intensely. I feel like a huge number of the RPGMaker games I used to enjoy back in the days of RM2k3 remained unfinished, but one of the gems from that era, Ara Fell, got a remake and a commercial release a while ago, with a substantial overhaul of UI and playability on modern systems.
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