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What was cut during the development process from RPGM2?
Re: What was cut during the development process from RPGM2?
part-based character creator, multiple default battle systems, tons of other stuff that never made it past the "ideas on paper" level.
Few years ago, Mark Johnson from agetec posted about his desire to do an RPGM2.5, with all that cut content included. It never happened, but the list is big enough to have made that something even worth considering.
Re: What was cut during the development process from RPGM2?
I don't know of anything. I only know about RPGM2's cut features because since Enterbrain and Agetec were taking suggestions from the pavilion for it's development, they kept us informed. Most of those old posts are gone now because of the big EZboard crash, but I remember most of it.
I was just as in-the-dark about RPGM3's development as anyone else.
Now as someone who has disliked every (English) RPGM DBS to date thus far, this one just makes me think "what if" and start to cry.
I guess the trouble with something like this is that the skill/magic setup, and maybe even the character setup, would have to be different based on which DBS you choose. I don't see this as a dealbreaker, though! Just pick your DBS at the beginning, show the appropriate creation pages in the editor, and let the creator work from there!
Re: What was cut during the development process from RPGM2?
i wonder why building an rpg is so much more popular in japan then north america. are we just all lazy over here? i really wanted this niche to expand but its shrinking as the software dates.
i think mark wanted the second rpg maker to preform as well or better then the first which is why he asked for our involvement. that its sales where not super great kind of killed our chance at contributing for the 3rd.
rpg maker 1 is still by far the most flexible of all the console makers.
Thank you Ωbright for the sig fix!
Card Three is released! You can find it here!
Re: What was cut during the development process from RPGM2?
I don't know anything about sales, other than RPGM1 hit 100k at some point.
I remember, a while back, Valk had this big list of things that didn't make the cut in the final edition of RPGM2, but had to get taken down because Enterbrain didn't want all that info out. Thinking on it, I kinda wonder what ill effects there would be with that info public.
The only thing I remember from that list is that characters were gonna have more animations available, in some way.
"What if like...there was an exact copy of you somewhere, except they're the opposite gender, like you guys could literally have a freaky friday moment and nothing would change. Imagine the best friendship that could be found there."
Re: What was cut during the development process from RPGM2?
I'll clarify. I took it down because like in this topic, I was unsure of what was supposed to be public info and what was not. No one yelled at me, or anything. I was PRETTY SURE everything on the list was public info, but I had some doubt in my head. So I figured it was better to be safe and just take it all down.
Re: What was cut during the development process from RPGM2?
with rpg maker 2 you had a big limitation of memory cap. you could change damn near everything but you needed to know a lot of programing type commands to do so. did we ever break the space limits of rpg maker 2? with rpg maker 1 much of those limitations where shattered by innovative thinking.
Thank you Ωbright for the sig fix!
Card Three is released! You can find it here!
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