Hi all. Some of you who visit other RPG-creation communities may have already heard of my project in development, the TURBU engine. For those who haven't, allow me to present the future of RPG creation.
The
TURBU project is an RPG builder under development whose aim is to free developers from the narrow design limitations of the RPG Maker series. The scripting power of RMXP has opened up a lot of new options for customizing a game, but writing custom battle engines, menu systems and even net-play APIs takes a lot of valuable time and effort that could be better spent improving the game itself. My goal with TURBU is to build a library of engines of various different types, (map engines, battle engines, menu systems, etc,) make each of them as customizable as possible, and let the developer mix and match them to create an RPG to their liking. All this, coupled with a powerful scripting language (with an event-builder frontend for those who aren't comfortable with scripting,) will allow game developers to concentrate much more on the
game, and less on the
development tool.
The project's still in the early stages of development. I'm building the original engine set as a clone of the feature sets of RPG Maker 2000 and 2003, which will serve two purposes. First, it'll get a basic game system built and running. Second, it will allow developers to directly import RPG Maker projects and take advantage of the additional functionality TURBU will offer. The thing I need most of all at this point is feedback. What I'm doing right, what I need to improve, bug reports, feature suggestions I may not have thought of... that sort of thing.
The current engine is able to open any RPG Maker 2000 map (2003 uses a slightly different format that's not implemented yet) as long as all its graphics are in PNG format files only. You can click to scroll around the map, and right-click to place Hero #1 from the database on the map. The hero can activate events with the <Enter> button, and more than two-thirds of the event commands are currently implemented. (That's what I'm working on now.) <ESC> will bring up the menu, and <SPACE> opens a "debug console" window, allowing advanced users to check the status of switches and variables, and to enter script commands directly.
Any feedback of the non-flame variety would be greatly appreciated.
Thank you,
Mason Wheeler