I feel like this is the third iteration of the same game. Yet it still runs bad. And constantly spams patreon messages for nearly anything you can do, despite being from a dev who didn't finish the version before this, or, I think, the version before that. Not exactly someone I'd rush to throw money at.
Honestly, that's a fair initial assessment to make. When I first undertook this project I never anticipated how much work would go into it since I'm largely self taught with google and a few forums and guru's as my guide. It's also very ambitious, as am I, in every area I can manage.
I wanted to ensure this did not feel like any RPGMAKER game that ever came before it, since I'd been somewhat tired of the same old formula before I'd even got started.
In the first iteration all the graphics were 3D and made with an external source, but because I wanted to be more self reliant I shipped that out, despite the knowledge that it would've probably been the much easier option to follow, I didn't want to have to rely on that external source to make up for the skills I thought I lacked. Over time, I taught myself how to draw and animate and attempt to incorporate that into the RPGMAKER MV engine. This took a lot of time for me, and I never wanted to release something that to me felt unfinished/lacking. For a long time I was my *own* worst critic, and now after all this time I feel/hope I'm ready for someone else to take my place
The 2nd iteration was better in ways, but still unfinished.. The art was definitely lacking, and you would not believe the amount of corners I had to cut to even get this game to work the way it does now. As to performance, I am willing to try to get someone to look at it who is more versed in RPGMAKER than I (that was what I had been hoping for a long time) but as it is, as far as I'm aware, I've optimised it almost as much as I can whilst still maintaining the original visual style/gameplay etc.
If you're still having performance problems, I recommend having NO WEB BROWSERS running in the background and to always keep an eye on task manager. You're going to need at least 1 GB of RAM free to even run it, you'd be surprised by how much memory this thing eats up.. I'm sorry, I tried to streamline it as much as I could but I'm no expert..
I've looked at porting everything over to unity in the past, but at this point, I would need at least a small team to make that even feasible without taking perhaps 1-3 years, which is just not currently feasible in my eyes.
And constantly spams patreon messages for nearly anything you can do
Sorry to be pedantic but could you possibly provide some examples? I didn't want to be excessive with it, but at the same time I wanted to make sure that content locked was because of Patreon and not because it was unfinished or whathaveyou.
despite being from a dev who didn't finish the version before this, or, I think, the version before that.
In no sense did I "Not finish" them from my understanding, they're both past iterations of this work that have been amalgamated into this. This is the apex end route of the two, in my eyes. Since everything was more or less revamped both times over I wanted to start a new thread to reflect that. It's never my initial intention to go dark for around a year, but I keep undertaking new methods and ideas and once you get on that route it can be hard to get out of that place. Only now does it really feel like I'm living for the present and not the future.. It's quite refreshing, but also a little scary.
I hope that answered your questions a little, to summarize I think that most of how the game itself runs is mostly engine-side and out of my control somewhat but I can have a look at the patreon spam myself and see if I think it's excessive or not.
yeah rpgm games always run bad when you put a bunch of custom assets and animation in them. basically if you see a rpgm maker game that's over a gigabyte, wait till someone puts out a compressed version.
Essentially this.. Also, compressed version? If I knew how to do it, maybe I could do that myself