>>27638
It would certainly be a lot easier to use an engine like RPG Maker, but I'm not interested in taking half-measures, and there's more I want to accomplish with gameplay than what can be done in the RPG Maker engines. Not much more, but enough that they won't quite do. The option to just write another VN is always available to me, so if I can't be bothered to do anything interesting with the gameplay, I'd likely just scrap the gameplay elements altogether and put another VN together instead.
>>27639
It is a pretty significant undertaking compared to my current project, but I'm ready to have a go at it. It will probably be quite some time before I start reaching out for others with whom to collaborate and commission - I'll want to get all the writing and and game design done first as usual. Projects like these work out a lot better when I do my part first before proper production begins, I think. I have the advantages of time and money on my side. I wouldn't want to try something like this as a NEET.
I'm a little surprised to hear about 3D having a similar cost to 2D, I was concerned that the former might be prohibitively expensive. Where does one go to seek out asset creators (programmers, illustrators, composers, chiefly) for game projects like this? Since my last was a VN, it's been a fairly simple matter of hitting up Lemmasoft, but I'll certainly need to expand my search beyond there if I'm able to run with 3D.
How does low poly compare to other options for 3D? I'm aiming for a parody/homage to the 90's JRPG genre - likely equal parts played straight as lampshaded and fourth-wall-breaking, so I'm trying to work out what would be most appropriate for presenting that.
>>27641
Those stock assets are right about where I might be aiming for as far as the aesthetic style goes (apart from field models being perhaps slightly on the too-chibi side), but it looks like the engine itself falls short of my needs. Partially the tile-based movement and mostly the primitive battle system stand out as being inadequate.