RPG Maker MV

Creating a game has always been a dream of ours.  It started long ago, when the Super Nintendo was the biggest thing on the planet and Square had a pretty exclusive relationship with Nintendo.  At that time Square was growing more ambitious and found more artistic freedom with the cd-rom media.  This ended what some actually call a golden age of rpgs, which is really dependent on when you started playing.  A large population will tell you Final Fantasy VII is the greatest game ever.  We respectfully disagree, because our roots began with IV and VI and to this day fondly remember hours in those worlds.  Don’t mistake our preference for dislike though, the cinematic fmv efforts in the post Nintendo square have always been mind blowingly innovative and standard setting, even if the story itself may have fallen short.

While our careers and lives took us away from that dream, there are tools that allow anybody to actually make a game, given they have adequate time and ambition.  For this goal, of creating the jRPG’s of that era, there is one tool that stands out, and currently is our planned primary resource in this endeavor.   RPG Maker, now several installments after its initial release, is on a version they have dubbed MV.  The game is issued with tile sets for world maps, towns, dungeons and character sprites.  Its built in a way that people without programming experiencing can still enjoy putting something together.  It also has features that use javascript for those who know how to push their game a little bit further.  This is just the tip of the RPG Maker iceberg.  The creators have five different versions dating back to RPG Maker 2003, along with other tools such as Game Character Hub, which is used for tileset editing and creation.

One of the things that really appeals to us in todays world is deployment.  Originally I think that was only for Windows based Desktop machines.  The current installation of MV allows for deploying for Windows/Macintosh/Browser/iOS/Android which allows for multiple ports of the same title in order to reach the larges possible audience.  That is what we hope to achieve.  We don’t expect to do this quickly.  We want to take our time.  We want to make sure the world unfolds in a balanced way but have characters and a world that is rich with details of the people and places in it. Further more, there are additional resources such as the High Fantasy Resource packs to add more diversity to tile sets and characters to ensure that you aren’t ending up making copies of the same game over and over again.  We believe there are enough people that would be interested in this kind of game, without the advertisements, without the in game purchases and we hope that there is a niche for us to settle down.

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