Ok, after trying to make a few mini games in my game on RMXP, i noticed a few features that it doesn't have, but that i wish it DID. i can't make a balloon popping minigame because you can't use the mouse, i can't create a 'base' or 'house' that you can make furniture in (i managed to make something like this, with a LOT of events on the board), and i can't do several other things that are starting to become common in a lot of RPGs.
In fact, a lot of the more common rpg things can't be done in RMXP unless your a coder. The problem with that is: most of us aren't coders, which is why we use RMXP or others in the RPG maker series in the first place.
So, it got me wandering, will ARC have these abilities? Here's a list of all the features I wish RMXP had. tell me if any of them will be in ARC:
In game:1) ability to activate events with the mouse (balloon popping, button pushing, etc.)
2) the ability to click and drag events (puzzles, locks, etc)
3) ability to dynamically create events with other events (furniture placement, etc)
4) the ability to dynamically create storage (this is more of an extenuation of #4. it's for things like chests, closets, dressers, etc)
5) the ability to dynamically create 'copies of an entity' or 'copies of a mob/monster' (for catching games. I used to think that pokemon was the only RPG like this, but then my friends got me Spectrobes, digimon, Demikids and more. anyway, the point is, i wanted to know if it was possible to 'create copies of a monster' for the player to train/work with.)
6) Character storage: This is technically possible in RMXP, but there's no visual, you have to use a bunch of variables, and creating it with events is a pain.
7) vehicles (seriously? Why did they get rid of it in RMXP, but yet have them in all the other ones? so not fair)
Editor:1) does the battle scene mobs work the same as rmxp, or does it use the 'player database' characters. if it used the player base characters instead of a seperate database, that would make it possible for the user to set what level possibilities the monster would have, and just let the game calculate the strength/defence/speed and so on the same way it would the players. it's much easier, and it would mean we wouldn't have to create 6 of the same mobs for 6 different levels.
2) ability to say 'the player can move through water if variable a is on, but can't move on grass, and vise versa' (you can do this in RMXP, bu it tends to cause errors unless you do it with a wall of events)
3)*-*-*-* the ability to have the game bring up a list of the items in the inventory for the player to choose between. (this is the number 1 feature that RMXP lacks. there are so many issues with rmxp not having this. Since RMXP doesn't have it, it means that you HAVE to code to do it, which sucks. if we can do this in ARC, then it would make it easier to create more interesting puzzle events, create 'give gift events' with NPCs like in a sims game, EASILY create crafting systems without having to code, and allow other types of minigames to use items to decide things as well (like fish bait for fishing mini games. what kind of fish bait you use effects what kind of fish you catch. that kind of thing.)
4) menu creation. (i have no idea how this would work, but i just decided to pull it out of my head at random)
5) more questions to come.
Are any of these going to be in the editor/game engine? (sorry about it being a long list)
PS. i'm about to start my pixel art tutorials, i got side tracked (making a game in unity, 3d modeling is a pain) when i finish uploading the first one, i'll let you know.