So... MV has been out for a while and I've written some code for it, so I can talk a bit about how it works:
Basically, they tried to implement ruby inside javascript.
Everything is added to the prototype;
Plugins are replacing existing methods to simulate Ruby's aliases:
//Updates Game_Temp.prototype.setDestination to only be executed when the player has no destination set on itself
var oldGameTemp_setDestination = Game_Temp.prototype.setDestination;
Game_Temp.prototype.setDestination = function(x, y) {
if ($gamePlayer._xDestination === undefined && $gamePlayer._destinationCharacter === undefined && $gamePlayer._yDestination === undefined) {
oldGameTemp_setDestination.call(this, x, y);
}
};
They kept all classes and methods from Rpg Maker Vx Ace with basically the same name, just changing snake_case for camelCase.
The whole thing runs on a lot of open source projects: The rendering is managed by and old version of Pixi.js (the new version came out just a few weeks before MV). The windows and mac run on node.js. The mobile export is just a manual explaining how to use open source tools to turn your html5 game into an app.
Debugging is finally possible, thanks to node.js (or your browser's development tools if you use it).
The whole editor is completely unnecessary if you know how to write JS code, except for drawing maps (although you can use tiled map editor for that).
While stable 60fps is achievable, performance is still nowhere near Sphere level.
Every single line of code is now visible, so the community has already started writing deep changes to it.
I feel like this might be the last version of RM as we know it, because the community can do much more for it than the 2 programmers that made it.
Here's the link to my github, with some plugins written for it:
https://github.com/Hudell/mv-plugins