RPGM Aylia's Story [v0.11] [YummyTiger]

3.00 star(s) 2 Votes

baka

Engaged Member
Modder
Oct 13, 2016
3,500
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i just don't get it, he did have a playable demo that he released years ago,
now it seems everything is buggy. what's going on?
if he have tons of new scripts he want to use but they only gives headaches, then i would just skip it all and go with the scripts that works. in the end, we want to play a game with a nice story and tons of CG, who cares about fancy scripts?
 

baka

Engaged Member
Modder
Oct 13, 2016
3,500
7,288
the importance now is that he release something and keep a steady update schedule.
its up to the patrons to support or not.
 
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Porn_Jesus

Forum Fanatic
Jun 21, 2017
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So he wants money for updating the prologue? He is more of a hack fraud than Mike and Jay from RedLetterMedia.
Trust me guys, this time it works! I fucking swear the golden sentences from Vaas in FC 3 about the definition of insanity was a gift from all the wisdom humanity could offer so far. :test::WutFace:
 

MasterQ

Member
Nov 28, 2016
123
125
Not trying to sound harsh or cynic, but it's a not a good start to ask for money without showing that you can actually...well, work on the game in a reasonable timeframe. Which for now it's just a prologue in more than 2.5 years.
 
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Master Mirror

Member
May 11, 2017
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As far as I know, YummyTiger charged his patrons only once during this whole development process. I can understand how ANNOYING it must be for the patrons that are willing to pledge for each major update and waiting for 2 years only to have a broken ass demo. Even if nobody is charged with any payment, that doesn't mean people can't be angry after being teased for such a long time.

But from the last update the dev made, I understand that he found out what the problem is and willing to fix it. Hiring people costs money of course and I don't see any problem with charging patrons once in a while. Especially when you think other developers that charge their patrons each month and offer very little in return (like 5-10 minutes gameplay updates every 2-3 months).
 

torkenstiem

Active Member
May 1, 2017
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Especially when you think other developers that charge their patrons each month and offer very little in return (like 5-10 minutes gameplay updates every 2-3 months).
Seems to me like a few minutes of gameplay every month or so is a whole lot better than nothing at all. At least their supporters know that SOMETHING will be released and not just a lot of talk about what you want to do, or changes have been made, or expect to see an update soon which eventually leads to another 6 months of waiting.
 
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Master Mirror

Member
May 11, 2017
204
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Seems to me like a few minutes of gameplay every month or so is a whole lot better than nothing at all. At least their supporters know that SOMETHING will be released and not just a lot of talk about what you want to do, or changes have been made, or expect to see an update soon which eventually leads to another 6 months of waiting.
I understand from the last Patreon post that dev tried to do everything by himself all this time and aimed too high with the quality even if he had no prior experience, which is the main reason of development failure imo. Then he added someone into his team (even if it's a limited role) and saw that this made things go forward faster. Now he wants to add more people into his team for more specific tasks hence needs the pledged money.

I think (at least I'm hoping) this time it won't be the same.
 
May 23, 2017
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I'll say give him a month. If he releases at least something more than his prologue then it would already be a great start of the new and improved YTgaming
 

RazzleDazzle

Member
Donor
Apr 29, 2017
111
119
Time will tell. I've recently cancelled all of my patron pledges from my account due to the bullshit "releases" being nothing but a grind for 3 scenes for 15$ (in some cases to see ACTUAL (see: premium) content, it's more like 25$). It's not worth it. If he can manage to get his shit together (which I hope for) I'll consider giving back my patron pledge if it's a worthwhile investment. I won't give criticisms, but I also won't go full star citizen or no man's sky level of support for a pipe dream. He'll either get it together or start losing his entire fanbase.
 

YummyTiger

Member
Game Developer
Jul 12, 2017
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Hello, thanks for the comments both positive and negative. Just to address one area of misinformation. I'm not running a pledge for the update prologue. I'm running a pledge in anticipation of two large releases next month. There is a reason why I've predicted releases last December, April, and May. There is a lot of Chapter 1 that is written, has finished artwork, and it ready to be input, tested and released. It got delayed by me redoing the entire prologue's script, revamping the artwork, and overall just pissing time away. If you recall, the last time I ran a pledge, the product (Hunter's Quest translation) was released two months afterwards. So, I don't have a terrible track record for actually releasing content tied to pledges.

Because I don't run a monthly Patreon, I can't enable instant charging. The only way I can charge for a release is to do so prior to the release. I need to get a list of successful patrons that I can start sending rewards too. I also would like to get a more accurate idea of who is still willing to pledge and who is just fake pledging to see content. That is important for paying the new team members going forward. I'm aware that this is not the ideal time to run a pledge, but given the circumstances, I can be sure the dropoff in pledge amount is probably the harshest it will be, which is good for planning. If I start releasing content, I can rebuild trust.

Finally, the ONLY reason the past few releases were so buggy is because they were tech demos where I'd updated 1/3 to 1/2 of the content with new artwork, etc. I went through and reorganized EVERYTHING, switches, variables, common events, artwork naming, etc. to better prepare for the scope Aylia's Story was becoming. That meant that until I updated things, it would be pointing to invalid switches, variable, trying to pull improperly named artwork (the worst of which was Bogwort's faceset). I only released those to show patrons that progress was being made, I never intended for them to spread through the Internet and become the new "demo." The release tonight will not be a similar situation. Aside from the battle system which is waiting on two team members, it'll be good to go. Thanks for your patience.
 
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Kerlon

Member
Nov 13, 2016
182
251
Yummy, just out of curiosity, but did you consider moving your project from RPG Maker VX to MV? I mean the upgrade in the engine is huge , even allowing pictures with higher resolution than VX Ace.
 

Hoboy

Well-Known Member
Jul 24, 2017
1,806
1,276
Yummy, just out of curiosity, but did you consider moving your project from RPG Maker VX to MV? I mean the upgrade in the engine is huge , even allowing pictures with higher resolution than VX Ace.
Uhh - just thinking out loud here - are you seriously asking for a game engine change after it took almost 4 years to get to this point? Oh yes - lets change the game to a new engine and spend another year or two (like Roundscape Adorevia did - of course, they milked their patrons for that whole dev cycle while YT has never done that)...

I usually stay out of all these - on all forums - but have to keep sayin' - Yummy - just don't say anything more - just deliver...
 
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Kerlon

Member
Nov 13, 2016
182
251
Uhh - just thinking out loud here - are you seriously asking for a game engine change after it took almost 4 years to get to this point? Oh yes - lets change the game to a new engine and spend another year or two (like Roundscape Adorevia did - of course, they milked their patrons for that whole dev cycle while YT has never done that)...

I usually stay out of all these - on all forums - but have to keep sayin' - Yummy - just don't say anything more - just deliver...
you never worked with rpg maker, did you? it's very easy to transfer a game from VX ace to MV, on top of that the prologue was maybe 30 minutes long? a guy could have easily transferend the prologue within 2 workdays into MV, which is much better for the future considering yummy will spend years working on the game.
 
May 23, 2017
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you never worked with rpg maker, did you? it's very easy to transfer a game from VX ace to MV, on top of that the prologue was maybe 30 minutes long? a guy could have easily transferend the prologue within 2 workdays into MV, which is much better for the future considering yummy will spend years working on the game.
I think YT has a lot of custom scripts, it might not be as easy as you think
 
3.00 star(s) 2 Votes