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Architect is ultimately trying to allow the developer the simplicity of other hobby engines, and still offer more range within the RPG genre, and not limited to one or two types of RPG games.
It's early access and the development cycle is still very active. A good tell sign of how early the software is in development is it's still getting multiple updates a week.
The better question to ask yourself is are you the type of person who likes early access software or not because that's the stage the software is in. Some folks are, some folks are not. If you do, it's worth it, If you don't, it's not worth it yet.
Comparing it to software that has been around for 10+ years just is not a fair approach imo.
You can search Baz's youtube channel and look at his tutorial videos if you want a better look at the current state though. You can probably make a pretty educated opinion after watching some videos.
It is, and I don't expect an easy or simple answer for it either. I'm also attempting to be fair to RPG Architect in asking it, because I know all of those other programs have such a head start in many ways. I'm mostly interested in what it's doing now to set itself apart from the competitors as well as what the vision for this software is.
The thing about game dev software is that it's a commitment. Once you get into one, you spend years learning the ins and outs of the program. So, knowing what its roots are as well as knowing what it wants to accomplish coming out of EA are important. Having said that, I will check out that youtube channel to see what's being done with it right now.
RPG Architect won't outdo Unity. You'll have the true customizability for everything you want in Unity. What RPG Architect *does* strive to do is get somewhere between what other RPG creation software offers and Unity.
Everything in RPGA is customizable -- by design. Limits are removed because ultimately, if you want to have 1,000,000 variables, you should be able to. It's not a great idea, but that's your choice. You can make the battle system work as turn-based, active time, display on a map, display in a UI, etc. If you want a 3D or 2D game, you can do either.
The point is that a lot of the other engines that we grew up on (or at least I did -- I've been playing with RM since version '95) don't really do a lot of this out of the box. They eventually added scripting, but I thought it was really out of reach for most users. I was a programmer at the time and still couldn't wrap my head around RGSS.
In the end, the goal is to make a "better" RPG creation software that's closer to the Maker series in terms of accessibility, with some parts a little more complicated (e.g. you can have multiple message box styles -- you'll need to create that message box FIRST), since you'll have true freedom within it to mix and match different aspects.
My goal is also to continue to evolve the software even beyond the 1.0 release -- I don't like that other software comes out and has some updates to fix bugs, and then voila -- you're done. I want to make this be a continual release thing. I've already spoken at length with others about the feasibility of this (most say it's not profitable -- and they're right), but it's just me. I have a day job and this is not my primary source of income. If it gets to the point it can be, GREAT!
So, what does RPGA offer? It'll be an engine that hopefully makes it difficult to tell if it's just a RPG Maker reskin; you shouldn't know if the game was written in RPGA. It'll continue to evolve and update at the community's requests/ideas. It will give you a lot of freedom in how you want to present and calculate things. It will port to other platforms, with no aim of making it have a "cost" to you (there may be some stipulation on consoles, based on needing a developer license, etc -- but I'm not trying to make money on you porting your game). You should be able to buy this license/engine once and make as many games as you want. You may come back in a few years and see that, "Whoa, I can make a SRPG" or "Wow, it's cool that an Action sample/template was added!"
Competitors do offer a head start. I don't think they're as passionate about their project and community though. They're also run by people driven by companies who want profit (and there's nothing wrong with that). They're going to make business decisions that line up with that. RPGA is about someone who has been in the community for a long time and wants to make the "ideal" version of these programs and has a passion for it.
Well that is what this engine isnt, a cashcow for dlc or is trying to be too simple to use so nobody will use it .. And the sort of voiced roadmap about this that the dev has vouched to update this and make it better.. Which is great.. For the price right now I think it already surpasses the big disappointment MZ brought with hardly any useful or handy updates to the core engine ..
There are a lot of assumptions from rpgmaker devs and they are far from pro active concerning their community.
Allthough I personally think the UI is not that nice for architect and the UI is much nicer in rpgmaker I personally like the fact that I am able to learn a powerful tool that will serve me well rather than HOPING in the rpgmaker world that they would come out with this or that, which they will never do ...
This is my point of view. Your point of view will differ entirely. And I have no clue about unity as I have never used it myself.