RPG Developer Bakin

RPG Developer Bakin

Krystal 18 Oct, 2023 @ 8:12am
IMPORTANT! DEVS PLEASE READ:
As someone who has not yet bought this game development engine but is heavily interested in it due to its 3D and 2.5D functionality I have a few suggestions for you. It's obvious you are taking inspiration from the popular RPG Maker Franchise by making this engine user friendly and easy to use so...

1. Implement plugin functionality.

What do I mean by this? I mean, implement a system that allows users to create custom code for your game engine and be able to easily install it into their current game project. This may mean that you need to create a custom coding language for your engine or a variant of the current coding language it uses for easy implementation.

Consider for a moment how the RPG Maker developers have implemented their plugin systems and attempt to replicate that system in some way. I guarantee you that without plugin functionality this game development engine will be far less appealing for advanced users who want the ease this engine brings in making their games but the option to take it beyond its limits with custom code and if the RPG Maker community is any indication, even non-advanced users want the ability to take their game beyond the engine's limits as well! :)

2. Character creator IS A MUST!

One feature RPG Maker took way too long to implement was a character creator. For your engine though, you'll need to make a 2D character creator as well as a 3D character creator and i implore you to not skip out on the details in regards to how many character creator parts there are.

I'd say a good starting point for both character creator would be to have 7-10 options for head shapes, 4-6 for facial looks, 5-6 options for mouth shapes, 10-15 for hair styles, 7-10 options for body shapes, 20 or more options for clothing options, and 30 plus accessory options including but not limited to, ribbons, glasses, beast ears and tails, ect

3. Have plenty of export options.

What I mean is, any game developer is going to want their game to be able to reach as many people as possible and to do that means they need to have the option to export to as many platforms as possible. So for a good start allow exporting to PC, Mac, Mobile, and if possible PS4, PS5, and Nintendo Switch.

4. Controller support is a very good idea.

Since some gamers hate using keyboard and mouse, this is the obvious choice to implement but its also good to have if you plan on allowing export to console platforms like PS5. Giving users the ability to have an easy to toggle setting say for example a drop-down menu labeled: "Control style" followed by a list of the following: Mouse and Keyboard, PlayStation 4 controller, Playstation 5 controller, Switch Joycon, Switch Pro controller.

Giving creators the ease of use and option to swap their project's in game control scheme easily and quickly. Of course you'd also need to make sure the engine's creation systems reflect this control scheme or at the very least have a tooltip telling the creator what effect said control scheme will have on this feature or system.

An example being: "The Jump Button will be assigned to the "A Button" by default using the Nintendo Joycon control scheme." being the tooltip displayed.

5. And Lastly, built in combat systems.

It's no surprise each developer is going to want to have their own unique spin on what their combat system is and with a plugin system that should be easily possible for any user but having built in combat systems ready to be used can be beneficial and make it easier on plugin developers since the asset code is ready there and they can make tweaks. I noticed you have turned based combat system already implemented but having more than one option is a very good idea.

An ATB combat system is very popular and good choice to implement, there's also the popular CTB combat system. Having many combat system options available can make game development far easier on creators.

Well that's all from me, hopfully you read this post devs and consider what I have suggested here. I'll be buying this as soon as I am financially able! Take care!
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Showing 1-10 of 10 comments
MelonToucan 18 Oct, 2023 @ 5:51pm 
We literally have all of that. Bakin is pretty freaking limitless in what you can do. Just because it's not inherently part of the system doesn't mean it couldn't be made. Also we have porting to other platforms coming soon in their roadmap in early 2024.
sylardean 18 Oct, 2023 @ 7:15pm 
Ugh.. another post making suggestions that's already present in Bakin, wish they'd do their homework first before making suggestion posts. BAKIN is still in BETA. That means additions are being added still, changes are being made, things are being upgraded, Bakin is getting better and better each update. I havent used Bakin for a few months now, I abandoned my projec a few months ago and the use of Bakin completely BUT your suggestions I can answer right now.
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1. Plugin functionality - Bakin has C# Scripting, that you can export/import and share with others with just 1 simple click of the EXPORT button. So yes, scripting is possible too using the good old C#. You can even create a complete event and export that as a file and import it into another project if you wish. The engine creates all the switches and stuff automatically for you too, so you don't need to do anything other than click a button.
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2. There's already a character maker within SGB that can be used and then import the 3D models over to Bakin, BUT that does require you to have SGB in the first place AND it's only the chibi models unfortunately. SGB is so cheap now especially when on sale so it's worth buying it even if you'll only every use it for the character maker in that. However, I DO agree this character maker would be great ported over to Bakin, and even a CM for TYPE B/C models. Also a 2D character maker would be a nice addition. There were people in the community working on character makers before I vacated so no idea if those were completed and released, probably not though. You DO however have the option to buy 1 of many other character makers on the internet and use those in Bakin instead.
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3. Your export options for different platforms will only be limited eventually to what can be exported from Unity. The devs are working on a UNITY exporter for Bakin as we speak so it's just a matter of sit and wait for this option but for now it's just PC.
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4. There IS controller support but it's partial for the time being. It will eventually be finished completely though I highly suspect Unity exporter will be out before that happens so you'll be able to add full controller support that way.
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5. As of right now there is a couple of combat templates available for different styles of games, which you choose when you 1st make your project. You can make 2D/2.5D/3D Platform games, and Jrpg 2D/2.5D/3D games. There's currently no flawless working action rpg system though, that addition would be great, also a Tactical system would be great too. I've seen people working on both tactical/action systems of their own but well.. they're not great or perfect by any means, they are more of an theory in-practice kind of thing.
Krystal 18 Oct, 2023 @ 9:42pm 
Originally posted by sylardean:
Ugh.. another post making suggestions that's already present in Bakin, wish they'd do their homework first before making suggestion posts. BAKIN is still in BETA. That means additions are being added still, changes are being made, things are being upgraded, Bakin is getting better and better each update. I havent used Bakin for a few months now, I abandoned my projec a few months ago and the use of Bakin completely BUT your suggestions I can answer right now.
.
1. Plugin functionality - Bakin has C# Scripting, that you can export/import and share with others with just 1 simple click of the EXPORT button. So yes, scripting is possible too using the good old C#. You can even create a complete event and export that as a file and import it into another project if you wish. The engine creates all the switches and stuff automatically for you too, so you don't need to do anything other than click a button.
.
2. There's already a character maker within SGB that can be used and then import the 3D models over to Bakin, BUT that does require you to have SGB in the first place AND it's only the chibi models unfortunately. SGB is so cheap now especially when on sale so it's worth buying it even if you'll only every use it for the character maker in that. However, I DO agree this character maker would be great ported over to Bakin, and even a CM for TYPE B/C models. Also a 2D character maker would be a nice addition. There were people in the community working on character makers before I vacated so no idea if those were completed and released, probably not though. You DO however have the option to buy 1 of many other character makers on the internet and use those in Bakin instead.
.
3. Your export options for different platforms will only be limited eventually to what can be exported from Unity. The devs are working on a UNITY exporter for Bakin as we speak so it's just a matter of sit and wait for this option but for now it's just PC.
.
4. There IS controller support but it's partial for the time being. It will eventually be finished completely though I highly suspect Unity exporter will be out before that happens so you'll be able to add full controller support that way.
.
5. As of right now there is a couple of combat templates available for different styles of games, which you choose when you 1st make your project. You can make 2D/2.5D/3D Platform games, and Jrpg 2D/2.5D/3D games. There's currently no flawless working action rpg system though, that addition would be great, also a Tactical system would be great too. I've seen people working on both tactical/action systems of their own but well.. they're not great or perfect by any means, they are more of an theory in-practice kind of thing.


CLEARLY, since you've abandoned using the software for the time being, if these features already exist, their implementations are lacking functionality and user friendly structure so they need to be redone and/or a new system needs to be implemented. And if you've abandoned the software due to this others have as well so my suggestions are perfectly valid still.
Krystal 18 Oct, 2023 @ 9:53pm 
Originally posted by MelonToucan:
We literally have all of that. Bakin is pretty freaking limitless in what you can do. Just because it's not inherently part of the system doesn't mean it couldn't be made. Also we have porting to other platforms coming soon in their roadmap in early 2024.

Native support of these features goes A LONG WAY, why do you think rpg maker has such a large and creative community? Because enterbrain woke up and realized that by making these features in house and native to the engine, it enabled non-advanced users to use advanced features that went beyond the engine limitations without too much issue.

Without native support and functionality of these features, people are gonna try to seek help, get told a page long 20 step step-by-step way to ti implement this custom code and 90% of them are gonna give up while the other ten percent like try to deal with it but struggle to implement any of the custom code due to the lack of user friendly functionality.
sylardean 18 Oct, 2023 @ 11:39pm 
Originally posted by deathsia:
Originally posted by sylardean:
Ugh.. another post making suggestions that's already present in Bakin, wish they'd do their homework first before making suggestion posts. BAKIN is still in BETA. That means additions are being added still, changes are being made, things are being upgraded, Bakin is getting better and better each update. I havent used Bakin for a few months now, I abandoned my projec a few months ago and the use of Bakin completely BUT your suggestions I can answer right now.
.
1. Plugin functionality - Bakin has C# Scripting, that you can export/import and share with others with just 1 simple click of the EXPORT button. So yes, scripting is possible too using the good old C#. You can even create a complete event and export that as a file and import it into another project if you wish. The engine creates all the switches and stuff automatically for you too, so you don't need to do anything other than click a button.
.
2. There's already a character maker within SGB that can be used and then import the 3D models over to Bakin, BUT that does require you to have SGB in the first place AND it's only the chibi models unfortunately. SGB is so cheap now especially when on sale so it's worth buying it even if you'll only every use it for the character maker in that. However, I DO agree this character maker would be great ported over to Bakin, and even a CM for TYPE B/C models. Also a 2D character maker would be a nice addition. There were people in the community working on character makers before I vacated so no idea if those were completed and released, probably not though. You DO however have the option to buy 1 of many other character makers on the internet and use those in Bakin instead.
.
3. Your export options for different platforms will only be limited eventually to what can be exported from Unity. The devs are working on a UNITY exporter for Bakin as we speak so it's just a matter of sit and wait for this option but for now it's just PC.
.
4. There IS controller support but it's partial for the time being. It will eventually be finished completely though I highly suspect Unity exporter will be out before that happens so you'll be able to add full controller support that way.
.
5. As of right now there is a couple of combat templates available for different styles of games, which you choose when you 1st make your project. You can make 2D/2.5D/3D Platform games, and Jrpg 2D/2.5D/3D games. There's currently no flawless working action rpg system though, that addition would be great, also a Tactical system would be great too. I've seen people working on both tactical/action systems of their own but well.. they're not great or perfect by any means, they are more of an theory in-practice kind of thing.


CLEARLY, since you've abandoned using the software for the time being, if these features already exist, their implementations are lacking functionality and user friendly structure so they need to be redone and/or a new system needs to be implemented. And if you've abandoned the software due to this others have as well so my suggestions are perfectly valid still.

The functionality of what you have requested is perfectly fine, your just comparing to RPG Maker that has had YEARS to hone it's standard, where as Bakin has only been out a year.. and what it's achieved so far is amazing. Your "suggestions standing valid" as you say.. are not mostly valid because they are already within Bakin and functioning, just not very well, you would have known this IF you had used the product before requesting stuff that you had no idea if it was already implemented or not.
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Now, IF you stated these functions you suggested need some type of functionality upgrade to make it easier then yes.. it would be a valid and reasonable request, but no.. your suggestions are requesting they be added, not reworked for better functionality. Any hows, i'm not here to argue i gave you your answer you were looking for with a lot more information that what was required, HOPE this clears things up for your suggestions, and you get to use Bakin soon.
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Just for the record.. I abandoned my project not because of lack of functionality but it was due to the fact the devs with each update would break something (unintentionally) in my game, I got tired of every update having to go back and fix things over and over that were working perfectly before an update. I even had to remove an entire crafting system because a change rendered that completely unusable. The nail in the coffin for my project WAS in fact an update breaking the display placements of my monsters in battles, which caused all types of other battle issues then such as camera movements and battle angles. I totally understand it's BETA and these things will happen so i made the decision to shelve my project and I MIGHT return back to it in a year or so once things have quietened down with the updates and it comes out of beta. I'm in NO rush to get a project out to the public any hows, so I can wait.
Last edited by sylardean; 18 Oct, 2023 @ 11:47pm
MelonToucan 19 Oct, 2023 @ 4:51am 
People need to seriously stop with the RPG Maker Comparison. RPG Developer Bakin is in it's own league/category.
sylardean 19 Oct, 2023 @ 8:50am 
Originally posted by MelonToucan:
People need to seriously stop with the RPG Maker Comparison. RPG Developer Bakin is in it's own league/category.

Exactly MY thoughts too, in terms of 3D standards.. RPG maker has nothing on Bakin, but the 2D stuff i'd certainly go for Rpg Maker instead.. ONLY bacause its had more time to hone it's 2D market, like 25+ years longer. What these people coming over from RPG Maker don't realise is that Bakin is NOT an easy to use program from start... in terms of ranking from 1 to 10 in difficulty of use.. id give rpgmMV/MZ maybe a 3.. but Bakin would be up there like maybe a 6, where as something like Unity/UE5 would be something like a 9 or 10.
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Another thing people don't realise with Bakin is even though you CAN use it's RTP assets BUT if you want to do more with the system then they need to prepare for the fact that they have to learn some type of 3D modelling, like using Blender or 3D Max Studio.. there's NO way around that.. on top of also learning Effekseer for skill animations if they want custom animation skills too.
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The community is still young, hardly no one produces much free assets or free C# scripts, there's just not a lot of stuff about, so only option is to learn to do things themselves. It's a lot of work but worth it in the end.
AmalgamAsh 19 Oct, 2023 @ 10:21am 
The responses to this post are 100% correct. The features are here, the implementing is learnable and not a huge curve (especially if you do have experience with unrelated engines that follow some similar convention in terms of RPG-without-coding design), and are being circled back to and scaled out, the community is here helping with limitations perceived by new users, and the early access label is still loud and clear while the devs respond favorably to these very same requests that have been there since day 1 -- I hope anyone who has a mind to suggest anything at all, has a chance to actually use the engine so that they understand the scope of what currently exists, what is confirmed to be coming and how actual users are already spending their time using them!
Adhi 21 Oct, 2023 @ 11:04pm 
I will only add that the community is great and clean, also the devs also always giving out free plugins and be translated by the community, the rest is up to us as game maker to develop it.
I mean don't be lazy to be spoon-fed everything by the devs and others, we are game devs and we are making things never done before, not asking people to make it for us right?
PS: Btw I saw the profile and didn't have any record in any game engine either...
Just hater being SJW I guess...
den24 29 Jan, 2024 @ 5:41pm 
you could trial it (aslong as you use it for less than the allowed time)... i did, found it not very useful for my build-needs (Yet),
found RPG Architect was shaping-up to be something unique & the Dev there is a decent dude willing to listen to his community.
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