RPG Developer Bakin

RPG Developer Bakin

Can this do [list of annoying specific things]?
Hey there, I've been wanting to make a very specific game for a while now but don't really have the programming skillset to do it, and the other tools I looked at were missing key functionalities (i.e., RPGMaker and SRPGMaker don't really want to play nice with isometric). Here are the main things I need, ideally as idiot proof as possible, how many of them can it do?

Things I assume are gimmes but just to be sure:
- Import custom sprites/tiles/music/etc (I assume this is a gimme).
- Can accommodate a class or job system for character progression.
- Can accommodate a game with different starting locations/scripts based on character choice.
- Can accommodate fairly contrived character loadouts/sheets (lots of stats, skills, equipment, etc.)
- Can accommodate/build fairly large combat maps (my game concept puts a premium on mobility as kind of its distinguishing mechanical feature, so I need room to make that worthwhile).

Things it looks like it can do but I want to make sure:
- Isometric, grid-based RPG (think FFT or TO) with *both* height/Z-Axis functionality and a rotatable camera.
- Multiple (similar) engines in one game (i.e., think how Griftlands treats combat vs. dialogue with similar-but-different setups).
- Multiple non-combat systems (i.e., if you wanted to add base-building or mercantile nonsense or worldstate background systems).
- Contingent counters/responses to enemy actions.
- Easy/intuitive interface for out-of-combat, but in-engine, cut-scenes.

Things that are probably unlikely would just totally make my day and slash thousands of dollars off my budget:

-Fairly involved in-house sprite-builder. Bonus points if it allows for a modular approach (i.e., build a core set of animations, then propagate them to all relevant sprites).
- Fairly involved in-house tile builder.
- An overwatch or reaction-based system.
- Anything at all that makes enemy AI/movement feel less like an overwhelming unsolvable pain in the ass to a guy who's not coming from a programming background.
- Anything that generally idiot-proofs the process for me, the idiot.


More broadly, the more it can do without requiring a significant programming skillset, the better. I'm a right brain guy and I do have a modest background in game dev (used to work at one of the big pen-and-paper companies) but mechanically/technically I'm real dumb.
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Things I assume are gimmes but just to be sure:
-YES!
-YES!
-YES!
-Kinda.. you can use the stats Baklin has given not sure if yo ucan create own stats.
-maps are grid based of 48x48 blocked sections of a total map size of 256x256.

Things it looks like it can do but I want to make sure:
-YES! Set the angle of the game's camera and lock it in place for isometric. You'll still be working on a full 3D basis but with camera lock to keep it isometric like FFT, you can also make multiple camera movements and set tons up for visual effects and such.
-I don't think you can, you choose a layout at the beginning to work with, that doesn't mean someone hasn't made a script to access other battle systems. You can absolutely script battle scene though, I did a rock, paper, scissors type battles on the main map by eventing alone, so it might be possible via C# scripts and stuff if there's any available.
-Probably through eventing and C#.
-Possibly through C#. quicktimne event are certainly possible so i don't see why counbters wouldn't be possible..
-Cutscenes are easy to set up, chek out the demo game for cutscenes, yo ucan also play video files if you wanted to go that route.

Things that are probably unlikely would just totally make my day and slash thousands of dollars off my budget:
-Not sure.. maybe through C#.
-Not sure, i gather you mean like a house builder like decorating a room and such..? If so then YES this can be done. I've seen scripts out there that can place and remove items onto a map for decorating.
-Reaction based system.. do you mean quicktime events..? Yes that's possible. As for overwatch type thing that could mean many things.. but prob possible through C#.
-There's scripts to control NPCs, like them attacking you if you get close to them etc, again this'll be achieved through C# for specific things.
-Noob proofing..? well, EVERYONE starts somewhere even if you've got NO programming background at all. No matter which way you look at game development there will come a point where you need to learn something.. be it Blender, C#, or some other program like Unity or some pixel/3d model editing suite. THAT is unavoidable 'cos the community is small and no one will jump over the wall to make your game for you, they'll give you help in the form of tips and links but don't expect people to jumpp through hoops for you, they like to provide the information and let you try for yourself.

MY suggestion would be to start small, create a game that's only a few maps big, learn the system and how to use Bakin first 'cos that's gonna take a while. Make friends in the community who you think could help with specifics of you main game, maybe they'll help in the future for your main project. DO NOT expect to jump right into Bakin and be able to know how to do everything, it takes time to figure stuff out.. lord knows how many times i had stopped on an idea 'cos i couldnt figure it out, then came back the next day after a break and had a lightbulb moment where I silved the issue in a single thought. Think outside the box is a great way also to solve Bakin problems. I WILL say this, the developers also listen to their users and take on ideas and suggestions, some has been implemented where many other things hasn't.

Bottom line is this.. expect to learn more than just Bakin 'cos chances are you'll run into non-help issues where you'll either have to scrap your idea(s) or just do them yourself by learning other programs and languages.. I can suggest looking into C# for the programming side of things.. Blender for making 3D models and such, Effekseer for making spells and attack animations, and not right now but you'll need to learn Unity at some point once Bakin releases it's Unity Add-On. Unity will be a huge benefit and learning the rest i mentioned too will also benefit you in the long run when you can't find others to do something you can't do yourself. IF you can get the C# programming language mastered there would be NO stopping your project, C# in Bakin is everything if you want your game to have many systems, stand out from other Bakin games and such.
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