Frequently Asked Questions

Introduction

The following are some of the frequently asked questions.

Why is a wiki page password protected?

The wiki page in question has not been written. The password prompt is given for non-existent pages. If you need documentation, please notify us via Discord, Steam, or email, and we will prioritize it.

What platforms does RPG Architect support?

The editor for RPG Architect has been released on Windows, Mac OSX, and Linux. The editor is primarily developed and tested on Windows, with some testing on OSX and Ubuntu. While there isn't active development on non-Windows platform, it should perform the same. If there are any issues, please contact us immediately thru our support channels.
The game engine for RPG Architect currently runs and has been tested on Windows, Mac OSX, and Linux. Support for console and mobile platforms will occur after Release.
Console/Mobile platform support will become a priority (potentially before leaving Early Access), if a game is finished and is ready. You shouldn't have to "port" your game to Unity or some other tool - RPG Architect will handle it.

How will console and mobile support work?

You will need to have proof that you are a console/mobile developer. Once acquired, you will be given access to build your game for the appropriate platform.

What is RPG Architect written in?

C# and .NET. The editor utilizes AvaloniaUI. The Desktop, iOS, and Console engines leverage FNA. The Android engine utilizes MonoGame.

What kind of scripting does RPG Architect allow for?

The primary scripting in editor is a visual scripting language composed of Commands. As a secondary goal, RPG Architect will allow for C# plugins to be installed to enhance features.

How do plugins work in RPG Architect?

Disclaimer: This information is subject to change. Plugin support is in pre-alpha.
The low level engine of RPG Architect is actually agnostic to games and serves only to render, capture input, play audio, and so forth; RPG Architect is essentially a "plugin" to this engine with specific instructions on how to load. Everything in RPG Architect is a Core (with RPG Architect itself being one as well), and Cores are synonymous with Plugins. RPG Architect, itself, has a MAR.Game.RPGCore.Interfaces.dll that has our native types and interfaces, which can essentially be overridden. The lower level engine, then, creates a dependency mapping that allows you to specify whether to overwrite behavior or enhance it, as available. The order in which Plugins are installed will impact how they behave.
Support is extremely experimental at this point and not recommended or officially supported. This will be expanded upon after Early Access.

When will RPG Architect be released from early access?

When it's ready. The goal is sometime in 2024.