This is how I imagine my character to end up, if its possible.
I’m sure we’ll get there eventually.
The TFG tags for this include pregnancy, is there any pregnant content actually in game?
As RhapsodicHotShot said, there is currently only one scene, located in the slime home area in the first dungeon.
If i remember right the last one was one twine/sugarcube, whitch are basically the easiest to code for. my 11year old cousin has made some games(they are not good games). it was dumb to switch to rpgmaker for this game, especially because this game doesn't even use any of the fetures that make rpgmaker good in the first place.
Sugarcube is by no means hard to use, but the small errors of mistyping a variable and such were very annoying, and the game got so large that if I wanted to continue using Twine’s interface, I had to compile the game together between multiple Twine projects. There are ways around this, but they all add an extra level of inconvenience, and in the end I felt RPG Maker would be both easier to use and more open in terms of what I could do with it. What are the features of RPG Maker that you think are good that I am not using? Maybe I could add them to the game to improve it.
The dev probably heard this a thousand times by now, but yeah, the rpgm version feels generic and clunky. The old html version was charming in a way, but that's just my opinion. Is there a reason why this has to be ported to rpgm?
There were many little things that made me want to switch to RPG Maker. The main two it came down to was Twine being a bitch coding wise, and Twine limiting what I could do from a gameplay perspective. Twine/Sugarcube is a very good starting place for making a game, because it is quite easy to understand how <<set $intro = 1>> works, even if you don’t know anything about coding. But it was not made for larger or complex projects, at least not for someone with my level of coding knowledge. Having to compile the project together before I could test it with the amount of errors, I tended to make was a huge waste of time and incredibly frustrating, but were completely fixed by using RPG Maker. You can’t misspell a variable in RPG Maker, because you just select it from the list of already established variables. I didn’t have to spend time adding in a mechanic to tell if someone is stunned, and ensure they don’t attack because of that, because in RPG Maker that’s built into the turn-based combat system that the game is built around. There are a lot of other small things that were just much easier to deal with in RPG Maker, and I enjoy developing in it so much more.
In terms of gameplay, RPG Maker obviously adds in a controllable player, instead of just clicking to move rooms in Twine. This adds tons of different gameplay mechanics I can make use of. False walls and hidden passages, timed hypnosis traps of varying color, enemies springing from bushes to ambush you, things like that. And while you could do hidden passages to a degree in Twine, I don’t see how the other two could be done well in Twine. As I mentioned before, combat is also much easier to work with, because basically any mechanic I want to add is either built into the game or available via a plugin. The only thing I recall having a real issue adding was the tempest spell, and that was still easier to do in RPG Maker than it was in Twine.