Just wanted to introduce myself here, as I'd lurked the Discord and forums a couple of years.
I've been working on an RPGMaker NTRPG comedy-lite for the last couple of years, with some survival-lite crafting elements and think I'm 6-9 months from launch whether that ends up being a commercial or free product. The project is a proof-of-concept involving a human couple trapped in a youkai dream shrine and forced to play a pregnancy escape game to be able to wake up. Because it's a proof-of-concept status and unexpectedly solo developing the thing, I expect some inconsistencies.
I realized that I'm essentially done with the gameplay loop and necessary plugins but have 50% of the game loop to do, am tidying up some needed remaining assets and around 40% of the writing left to do (storyboarding is done but some core routes and filler content are missing.)
I am a solo developer, not by choice, but the writing is mostly collaboratively roleplayed, and I'm trying to strike a balance between asset quality (not just videos but also cut-in and VN bust assets), gameplay tedium, writing length. I need to run the marketing circuit (twitter, iwara.tv, Pixiv, Patreon) and wanted some general advice from other folks on this stuff without them necessarily feeling like they have to jump in and work on or evaluate the project directly. I had avoided dev-logging up to this point because I didn't know how long it would take.
Like many developers I scope-crept this project to hell and it probably should have been backburnered or cancelled ages ago. Yet I'm close enough to release with enough promising feedback that I thought I would fix my post count here and redo my discord involvement by asking for general advice while I'm putting together alpha testing materials. I know independent development requires both luck and timing and this project should have been announced probably long ago, but didn't have the bandwidth or time to get stuck dev-logging.
I'm still familiarizing myself with forum rules before posting any requested assets to discuss further.
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My normal background is IT and I picked up RPGMaker and the Visustella plugin set, along with Galv's, Moghunter's, Nijiplayer and KageDesu's phone plugins. A year ago my artist quit, so my assets have been in Koikatsu Party for better or worse, to avoid AI gen and discuss anything necessary with artists and animators later. After my artist quit a year ago to focus on RL, no bridges burned, I found I have a knack for timeline/keyframe animation but need a lot more practice on things from scratch. I've also learned a fair bit about why garage bands deserve to fail and my own project management skills without burning any bridges, so this has been a fun blessing.
This means the project has been in the works two years and two months now. Mostly, I'm just pushing this project to the end to see the feedback and evaluate if I want to keep doing this type of development in the future, regardless of whether the project is considered a success or failure, or is pirated. I'm also curious what exactly it costs to compete in any art style at all with Live2D/Spine2D without using AI gen these days or suffering from too many Unity jank pitfalls in 3D animation. I need more practice with Blender and sprite drawing tools such as Aseprite but am in a position to commission more of the usual template R18 sprites for RPGMaker MZ games soon.
I've been lurking f95zone off and on for a while and looking forward to chatting with you all more.
I've been working on an RPGMaker NTRPG comedy-lite for the last couple of years, with some survival-lite crafting elements and think I'm 6-9 months from launch whether that ends up being a commercial or free product. The project is a proof-of-concept involving a human couple trapped in a youkai dream shrine and forced to play a pregnancy escape game to be able to wake up. Because it's a proof-of-concept status and unexpectedly solo developing the thing, I expect some inconsistencies.
I realized that I'm essentially done with the gameplay loop and necessary plugins but have 50% of the game loop to do, am tidying up some needed remaining assets and around 40% of the writing left to do (storyboarding is done but some core routes and filler content are missing.)
I am a solo developer, not by choice, but the writing is mostly collaboratively roleplayed, and I'm trying to strike a balance between asset quality (not just videos but also cut-in and VN bust assets), gameplay tedium, writing length. I need to run the marketing circuit (twitter, iwara.tv, Pixiv, Patreon) and wanted some general advice from other folks on this stuff without them necessarily feeling like they have to jump in and work on or evaluate the project directly. I had avoided dev-logging up to this point because I didn't know how long it would take.
Like many developers I scope-crept this project to hell and it probably should have been backburnered or cancelled ages ago. Yet I'm close enough to release with enough promising feedback that I thought I would fix my post count here and redo my discord involvement by asking for general advice while I'm putting together alpha testing materials. I know independent development requires both luck and timing and this project should have been announced probably long ago, but didn't have the bandwidth or time to get stuck dev-logging.
I'm still familiarizing myself with forum rules before posting any requested assets to discuss further.
-----
My normal background is IT and I picked up RPGMaker and the Visustella plugin set, along with Galv's, Moghunter's, Nijiplayer and KageDesu's phone plugins. A year ago my artist quit, so my assets have been in Koikatsu Party for better or worse, to avoid AI gen and discuss anything necessary with artists and animators later. After my artist quit a year ago to focus on RL, no bridges burned, I found I have a knack for timeline/keyframe animation but need a lot more practice on things from scratch. I've also learned a fair bit about why garage bands deserve to fail and my own project management skills without burning any bridges, so this has been a fun blessing.
This means the project has been in the works two years and two months now. Mostly, I'm just pushing this project to the end to see the feedback and evaluate if I want to keep doing this type of development in the future, regardless of whether the project is considered a success or failure, or is pirated. I'm also curious what exactly it costs to compete in any art style at all with Live2D/Spine2D without using AI gen these days or suffering from too many Unity jank pitfalls in 3D animation. I need more practice with Blender and sprite drawing tools such as Aseprite but am in a position to commission more of the usual template R18 sprites for RPGMaker MZ games soon.
I've been lurking f95zone off and on for a while and looking forward to chatting with you all more.