Thinking of pivoting to Bakin
Hey there,
Past few weeks I've been working on my first solo project. Originally tried RpgmakerMZ but quickly found I wanted to have 3d environments. This is because I'm a level designer by trade. But currently out of a job due to the industry climate.
Lead me to picking up Smile Game Builder. I have struggled in the past learning to code. So the visual scripting and flowchart style of SGB has been fun since I can actually make things work. I've also found the limitations of the engine a good exercise as I use the scripting system to build my own systems and features for the game.
The one problem I'm running into is the combat/battle system. SGB it's like 90% hard coded. UI, base functionality, etc. All you can really do it choose character models, change stats, build abilities. And stuck as a turn based jrpg.
I'm reaching the point with the project where I'll be finished the "base demo." really just need to build the final couple maps and encounters.
After that I think I want to pivot engines and build out some of my stretch goals/features, replace the default art. And post it as a portfolio piece/on itch. Heck maybe steam.
Does bakin use a similar scripting style? Is it truly just SGB but way better? Will I feel "at home"?
My other option is jumping to Godot and using a visual scripting plugin. But I fear the lack of base assets/systems I'd miss from Bakin/SGB might kill my momentum in dev.
Tldr:
Is bakin the jump I should make from smile game builder? Would it allow for creative battle systems?
Posted Sep 10, 2026, 7:17 PM UTC