RPG World - Action RPG Maker

RPG World - Action RPG Maker

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RaveyLarge  [developer] Mar 18, 2017 @ 9:51am
Development Update / Plans
We have loved the suggestions and feedback received from you all and it has really helped define what is important for us to work on.

So in response to what we have read, I thought I would share what we are currently working on and how updates etc. will progress:

We plan to have at least one new patch a week. It will always contain new items for creating your worlds, such as buildings, themes, props etc.

As well as the weekly "new toys" we have our short and medium term goals.

The current short term goal is to allow key remapping in settings. This should arrive next week.

Currently our next medium term addition is the much needed Loot system and Character progression system.

We did originally plan to expand the questing system. We still plan to as there is so much we want to add to it. But, since questing is already in and there is no loot / progression system, we feel that getting loot / progression in first is the priority. Once the loot / progression is in, we will expand questing, followed by the new classes (Mage is first!).

We estimate the loot and progression will be out in approximately 2 weeks time for testing.

We will keep you updated with progress with screenshots and more info on how they will work.

When I mentioned "for testing". Loot and progression are very important to MyWorld and we would love as many people as possible to test it.

Participating in the test will be easy and not affect the main build. Obviously any loot or progression made in the test will not be retained.

I should also mention that participating in the test is entirely optional. It will be a separate build that will need a key to activate (the key will be posted for everyone to use).

Sorry for such a long post!

Please do keep the suggestions coming, we absolutely read every one and we want to be working on the things that matter to you, not us!
Last edited by RaveyLarge; Mar 18, 2017 @ 10:20am
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Showing 61-75 of 77 comments
Boweh Aug 31, 2017 @ 6:47pm 
I'm glad to see you so receptive then, Finch, and to see this back and forth reach a surprisingly pleasant conclusion. It just goes to show how people tend to assume games on steam make a lot more money than they do, not to mention that development costs and/or living wages are rarely taken into account.

I wouldn't worry too much about donating to development (the game is backed by an established company, after all), and no, there's no official channel to do just that, but actions like positive reviews, increasing workshop activity and trying to spread interest around with friends would all be things that could really help MyWorld grow!
Finch Sep 1, 2017 @ 2:04pm 
Ravey, thank you for your response, it's nice to know that you are indeed aware of your player's concerns. I too love MyWorld, and am very sorry if I caused any negative impact, as I was misinformed and mistaken. You guy's have done an exceptional job so far with the workload you have on your back, thank you for your time and effort, it is definitely appreciated. By the way, really looking forward to some quest triggers ;)

MistahBoweh I am a very reasonable man, and in my earlier comments I was essentially ignorant. I didn't realize the resources involved. Now knowing that this isn't just a garage development team, it makes alot more sense. I feel like a grade "A" jerk, but to be honest I was just in the dark. This conclusion probably would not have been reached without a like minded individual such as yourself, who can maturely asess and resolve a conflict without resorting to name calling and nonsense. So thank you again, because this whole thing has actually changed alot for me, mostly in the research department.

On a side note. The play time I currently have in MyWorld was all spent developing one map. Unfortunately I decided to try to cram everything into one big map, and allowing portals for just the boss dungeons. It ended up three quarters of the way finished, but now my pc (or the game, not sure) can't even handle playing the map >.> So some workshop additions from myself are probably going to be a ways out.
I don't know what you think you are going to do with the quest system without variables / events, triggers, IF-conditions, faction change, npc teleport etc etc. Any rpg maker, action or otherwise, NEED these things, or people will only be able to make cookie cutter scenarios. Things need to change in an rpg, and with your system things cannot change. And this is just for starters.

The starcraft 1 editor has more fexibility for making an rpg....

"This isn't a quest oriented rpg this is Arpg?" fine, and what control do we have over the action aspect of the game? It isn't loot.... it isn't skills. Just a limited ability to slightly tweak monsters stats. Everyones mod is going to be exactly the same, just with slightly different looks, and layouts, and dialogs.

Yes, I know these things take time, and it's """hard to put into the UI"" -Mistah Boweh, but I don't even think the devs PLAN on adding this kind of depth to the game.

So we are looking at:
No control over combat / action
No control over rpg/quest aspects. Just cookie cutter quest systems.
No control over items/ loot / loot drops as any, and every "RPG" maker would give you

So not only is it lacking the things you can do in a basic editor, or rpg maker with quests/ events, ai, and variables, but there is going to be BARELY any control over the Action-rpg aspects either.

The title of the game is appropriate, it is THEIR world ARPG maker, and we are just map makers, with no control over anything interesting.

Sorry if I am salty.
Last edited by ɃƵ Crazy Cat Lady; Sep 2, 2017 @ 7:26pm
Ghorlick Sep 2, 2017 @ 7:47pm 
There´s something so rational about expecting an Early Access game with about 6 months of development in the hands of 2 people to have as many features as a game that was 3 years in development in the hands of a whole company.

Look, I understand that the game and its editor are very lacking in features right now. I agree with that. But I see no reason to think, like you do, that they won't be adding these things. Although I suppose it's reasonable to expect them to simplify things because not everyone has a talent or want for coding.

So, calm down and come back in six months or something like that. You can get Neverwinter Nights to mess around if you really want a nice editor. Either 1 or 2 (not the on-line game). I think one or the other still has a pretty decently sized multiplayer base. It sounds like that's more up your alley than what MyWorld is right now.

Either that, or learn enough coding so you can make your own roleplaying game.
Last edited by Ghorlick; Sep 2, 2017 @ 7:48pm
Baron Sep 2, 2017 @ 8:05pm 
I have to admit Christian that I am in a similar boat. I understand that people will naturally have different hopes for Myworld, but I really expected things like in depth ability editors and author controlled character progression systems, that do not carry back to the hub world, as things everyone would unanimously agree were fundamental tools for an RPG maker.

Being able to create items, abilities, and skill trees, and set them as quest rewards, are crucial. Being able to make custom avatars that utilize these things, and lock the player to that avatar and not their own, is crucial.

And it isn't a matter of including these things as an afterthought, but building them into the game from the ground up. It is extremely concerning to me that this view is not only not shared by everyone in development (as demonstrated by loot still being a game side thing that carries back to the hub world, and not an author controlled, map based progression system) - but that people seem to think being able to decorate the hub world and level up by playing random maps is the key to this game's success.

By making this more like other RPGs and less like an RPG maker, Myworld just becomes one more understaffed hack and slash game with literal amateur level design, whose novelty will fade before early access is even over.

The difference, Christian, is that I do have faith in Massbot and Ravey and they hard work they put in. I do stay with this game and stay positive because I do believe that they will try to keep their word with Myworld being advertised as an RPG maker. Right now I just chalk it up to how understaffed they are relative to the workload for this game's success. I don't think its their fault, and I think they will get around to these things eventually. I just hope that it is sooner rather than later.

I will say that the entire reason Myworld has the potential to be successful is because it is friendly and fun to use as a design tool, and more importantly, requires no coding. This means it can appeal to a much wider group of people. Thats all it needs to stay true to, for its success. RPG maker. No coding. And to be honest, the Game Maker's company is extremely greedy. I've got so much against game guru...the only reason I've given this game so much time is because I believe in the devs. I strongly dislike the publishers. I worry that the devs were forced to go into EA too soon because their publishers are painfully greedy, and people bought it but the content that they want is so far off into the future that they'll leave and forget the game even exists.

Last edited by Baron; Sep 2, 2017 @ 8:09pm
Originally posted by Baron:
And it isn't a matter of including these things as an afterthought, but building them into the game from the ground up. It is extremely concerning to me that this view is not only not shared by everyone in development (as demonstrated by loot still being a game side thing that carries back to the hub world, and not an author controlled, map based progression system)

That is exacty my concern, I feel they are already taking it in the wrong direction, and are as you say implimenting things into the game from the ground up, which will just make it harder for them later on down the road if they want to add more dynamic stuff.
Last edited by ɃƵ Crazy Cat Lady; Sep 2, 2017 @ 8:12pm
Baron Sep 2, 2017 @ 8:13pm 
I agree 100% about going in the wrong direction. Its very upsetting. This game as an actual RPG will fail miserably. It is advertised as a no coding, RPG making tool. That has potential. That idea only, has potential.

It can't just be like one developer's favourite game style. It has to be able to make a game tailored to the parameters of each person who buys it. It isn't a matter of ironing out a balanced melee system and even progression, but rather allowing each author to significantly alter the feel of combat and to change the rate of progression however they want. They should be able to completely change the playstyle. Same for how loot works.

No one person's idea can be a blanket function for everything in a game whose purpose is that everyone can be able to implement their own ideas.
Last edited by Baron; Sep 3, 2017 @ 9:59am
Omnivoyance Sep 3, 2017 @ 12:59am 
At one time or another they have, mostly through Ravey of course, expressed interest in making everything, including every single thing you (and anybody else's post I have happened across) mentioned customizable to one extent or another. Exactly which things go first and which things are pushed the farthest along with being customizable for the authors seems to be tweaked as they continue to absorb feedback from us here or in surveys/contests but Ravey has pretty much expressed interest in making as many features customizable as possible though I don't know how much time, money, his bosses, and our feedback as a group will affect the end result when they leave early access.

Also doubt changes/improvements will stop there if the product is successful.

Still, its good to let them know what you think the next moves should be and why. Make sure you fill out the surveys as they come through as well. (this last one was pretty short and too the point)
Finch Sep 3, 2017 @ 11:15am 
Honestly, you can do alot with what is already available. Alot is left up to your own creativity and story telling methods. I find it best to give each npc their own personality, and unique quest experience. Then once have a a trigger system, we can allow for new areas to be unlocked after beating a quest and so on. This game is advertised as an ARPG maker, not an MMO. I too started out suggesting further things like fishing and crafting and all that, but then came to realize that this just isn't meant to be that type of game. Think Diablo, or something of that nature, not Runescape or WoW. Thats not saying that these options will never be added, because the direction may change, but I want to point out that it's kinda unfair to expect elements which generally dont really belong.

Edit: Would also like to point out that the game is still in very early development stages, and progression is slow as confirmed by Ravey in earlier comments. Just because more things aren't on the drawing board for now, does not mean they will not be implemented in the future, like say the next year or two. I'm sure we can expect this to still be an EA game in that time frame.
Last edited by Finch; Sep 3, 2017 @ 11:18am
Boweh Sep 3, 2017 @ 12:04pm 
I'm not sure how long the EA period is intended to be, but I do know the team plans on supporting the game long after the official 'release'.
XN LordDagonet Jul 31, 2020 @ 5:25am 
so I created my character,and then it asked me to buy creative pack to place the character...like are you kidding me? couldn't you say it first?
XN LordDagonet Jul 31, 2020 @ 5:26am 
and there's NO door asset!
Benjiboy Jul 31, 2020 @ 5:40am 
Nope. If you want a door, you have to use an asset that includes one.
You cannot do *any* serious creative stuff unless you pay the miserly amount asked for the creative pack.
If you can't stretch to £6.99 then you probably should be finding better ways to spend your money than on the self indulgence of a video game.
ArmouredFear Jul 31, 2020 @ 6:28am 
Originally posted by Benjiboy:
Nope. If you want a door, you have to use an asset that includes one.
You cannot do *any* serious creative stuff unless you pay the miserly amount asked for the creative pack.
If you can't stretch to £6.99 then you probably should be finding better ways to spend your money than on the self indulgence of a video game.

Hi Benji! As i respect you very much (see you all over the game :D) i do have to say that while you do have a point. Who knows how old this guy is? Maybe he is like 12, just bought his first game. And now you are just telling him to have some more money if he really wants to play for what he thought he purchased the game. Cause the storepage and the game is very very very good at making you think you can do anything you want.

In my personal opinion, the storepage should be informing everyone more if the devs actually ditched the project. and the game is still labeled as Early Access.

Anyhoe, Peace to both of you.
Last edited by ArmouredFear; Jul 31, 2020 @ 6:28am
Benjiboy Jul 31, 2020 @ 7:03am 
Hi AmourdeFear :)
I don't think it is still labelled Early Access. I just had a run-in with the devs to have that tag removed.
And no, I wouldn't expect a 12 year old to be complaining about the absence of a door asset. This is clearly someone who has done a bunch of game creation already...
I could be wrong - I didn't check his profile.
If it's a 12 year old, then hopefully it's private.
But if it's private, I have no way of knowing who I'm talking to. . .

Just put it down to grumpy old man syndrome.

Are you going to enter the competition?

I'm about to extend the list of prizes. . .
Last edited by Benjiboy; Jul 31, 2020 @ 8:04am
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