Everestti
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- May 16, 2017
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I decided to poke my head into the dev's discord because I was wondering the same thing."Final notes: And with that we say goodbye to RPGM for the foreseeable future in regards to content!"
What's the advantage using Godot over RPGM? I'm curious about this since I have no idea what goes into working with either one. Does it make your job easier? Great game, btw. Looking forward to future updates
Thank you for your feedback! I understand the distrust on what I'm able to deliver since I have little to no history on my side with other projects & it may seem as a potentially explosive decision.I decided to poke my head into the dev's discord because I was wondering the same thing.
I've used both engines in the past and, as with all things, there are trade offs to choosing one or another. Most devs choose RPGmaker because it is cheap and comes with a lot of basic features/assets that you can use out of the box. Very little coding needed to get something that functions. While Godot is free, it requires you to either buy or create all assets (tilesets, sound effects, character sprites, particle effects, gameplay features etc) to use for your game. Both engines do have the benefit of having large community support for assets, plugins and troubleshooting.
I would argue that Godot is, generally speaking, a better engine but that depends entirely on where your priorities are as a dev. If you are just 1 guy making a small game, rpgmaker is almost always going to be easier than godot to get into because of all the free assets and the built in commonly desired rpg features/mechanics. If you have a team, then it's really up to the experience of the individuals involved. If you have a programmer with more experience in one of the two engines, that is probably the engine yout want to go with. But, again, it always comes back to what your goals are as a dev.
There is also the f95zone community to think about. The two most popular engines on here are Ren'py and Rpgmaker. Choosing to use the ones that people know means that you get more players naturally due to familiarity alone. That and there are many community tools here for people to make their own mods. Godot is just less popular here in that regard.
After skimming this devs discord it seems to me that a lot of issues they were running into were self inflicted. Many of the complaints the dev had about rpgmaker are ones that won't be solved by switching engines. Saves not working perfectly between releases being the most notable one to me. I will admit that rpgmaker can crash on occasion but their choice to use the outdated 11 year old version of the program certainly isn't helping.
As an outsider looking in, it looks to me that they are about to increase their workload by a lot for minimal gain. They did say that they brought on 3 new people to work on the projects so maybe that will offset it, but it's hard to say. I've seen several projects die because they brought on people from the community, they then have a disagreement, and the guys who are still there do not have the skill set to keep the same quality. It's very hard for a project to lose its programmer or artist and survive.
In the very long term this could prove to be a much better end product than something that RPGmaker would generally provide. In the near term.. I don't see the game getting an update any time soon. I'll be honest, I think this game is probably done. They already seem to have started another game and while they have expressed "not wanting to leave Colette behind" very few games on this site survive the dreaded "remake".
All of that being said, I hope that I am very wrong because I quite like this style of ntr game, but I am not going to hold my breath. I wish the dev and his new hires the best of luck and I look forward to their next game.
TLDR: It is unlikely that the new engine will solve their problems. I don't foresee this game getting an update again any time soon. I wish them the best of luck with their next game.
There is this game: NTR Elf: Welcome to Lewdburg. It currently doesn't have a whole lot of content, and development is kind of slow.Any other games like this?
I wish you the best, but I would like to reiterate that it is concerning, for a number of reasons, that you want to place all of the blame on the rpgmaker engine this badly. Really spending the time to make a detailed design document for your team is the #1 thing you can do to avoid the issues you have complained about on the discord. Plan plan plan. If you don't, Godot will have all of the same problems you had with RPGmaker. Albeit without the crashing that an old program like MV can do. You are clearly very creative and talented but blaming tools is not a good habit to form.Thank you for your feedback! I understand the distrust on what I'm able to deliver since I have little to no history on my side with other projects & it may seem as a potentially explosive decision.
Pretty much I'm taking into consideration a lot of the feedback I've been receiving back from the project state & if I'm honest I'm quite stubborn into letting go... That's the reason why the problems with the engine ended up boiling up until this point.
I do want to insist that the team is bigger & that's the main reason I decided to take this choice rather than just end the development of Colette earlier.
That being said I will just ask for a little faith & patience as I love creating stuff and I believe this is the route into giving Colette the treatment she deserves as well as a more memorable experience rather than just abandoning the game completely.
We've been making a solid progress into the switching to Godot as well as making some freshly baked art so it feels more smoother as well as reworking different systems the game had.
In any case thank you for taking your time to write down your thoughts and feedback as this is valuable for me to have in mind as I keep working.
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I hope you are wrong as I like this game but I have been on a few forums recently that seem to have died or at least lost quality/updates since the "remake". Redoing the same stuff over and over for whatever reason only tells me the dev is either A. Running out of ideas/content and or B. The dev is trying milk supporters without having to do nearly as much work.so we've reached the "change of engine/remake arc"...
sigh...I've seen far too many games die here, I guess this was the last meaningful update, from now on its all feature creep, remake of old scenes and delays.
Godot is a very lean and agile development platform. If they know what they're doing, it shouldn't take long at all to port everything over. That's not an open invite to dogpile on the dev if they do run into issues, that stuff happens with any game.I just hope this game can survive the transition, a lot of devs underestimate the work it takes to port everything.
It happens often that doesn't mean its okay, one of the many rots in the nsfw game space is the extreme leniency patreon/fanbox/sub supporters have, it creates an incentive to delay everything as much as possible.Godot is a very lean and agile development platform. If they know what they're doing, it shouldn't take long at all to port everything over. That's not an open invite to dogpile on the dev if they do run into issues, that stuff happens with any game.
RPGM is easy to use, but also extremely basic in functionality and limiting. That's kind of why it is so easy to use."Final notes: And with that we say goodbye to RPGM for the foreseeable future in regards to content!"
What's the advantage using Godot over RPGM? I'm curious about this since I have no idea what goes into working with either one. Does it make your job easier? Great game, btw. Looking forward to future updates
I agree and appreciate this dev communicating about this and yes if the dev is able to handle the different engine effectively then I see no downside. However I have been on forums where it appears that after an engine change the dev either stopped the project entirely or releases became much slower and had less quality that is my only fear and I am hopeful this dev will not repeat what other devs have done after switching engines.Considering the updates have been steady, a plan has already been set and the dev is actively engaging with the community (even us pirates) I'd say it's unfounded to doubt the dev.
I for one think switching to a newer engine opens up a lot of paths for new mechanics and with it a lot of creative freedom. So let's keep optimistic and support the dev until they give us an actual reason not to![]()