Honestly, I think the way the dev wrote that update is what helped fuel the anger towards them. It kinda comes off as him laughing and going 'What are you gonna do about it?'.View attachment 3534029
Every time I check if there was any progress on this game, it gets remade from scratch again.
You can't make this shit up.
Do you think we'd be allowed to donate on Subscribestar/Patreon/whatever once you have a playable enough build?LOL, you wanna too?
I have already begun remaking the game in Unity and hope to release some demos or an MVP this summer. If I remember correctly, Velmith mentioned in a Discord post that he allows the use of his Saria assets for our own needs. The voice actor has been mentioned in the credits. All that's left is to hire an artist who can continue Vel's style, and I think I have found one.
I have plans to add new story chapters, scenes, and a quest/dialogue & scene constructor. There will also be controller and Android support (and possibly Mac & iOS support later); translation support; and Lovesense toys support (with shared/created user profiles, since I am new to tweaking and creating profiles).
The quest/scenes constructor will allow users to add a new NPC with their own dialogues, choices, requirements, and scenes to enhance future game replayability through community content. You may create and save scenes using existing sprites, VAs, SFX, or import your own. Dialogues and scripts can be implemented via Ink file imports, where you can write phrases, logic, use sprites, audio files, and more. A wiki or guide will be included.
But first, I aim to complete a 0.15.2 game state in Unity, and later extend the game with such a constructor/builder and new levels/plots, monsters/enemies, NPCs, and a better corruption/fame system that will impact game flow. Overall, Vel’s game idea was awesome; it’s sad that he has abandoned the game.
Any way, if you want to create Godot remake, be ready to write a lot of code. Game contains a lot of stuff:
- 2D movement
- Dialog system
- Save system
- A lot of stats with buffs/debuffs and requirements
- Several tilemap levels
- Interactive objects and NPCs
- Layered images (you need to compose CG, by overlaying Base body, guys, face, coom and etc)
- Connect Scene with SFX / VA
- Inventory system
- Mouse only mode (with NavMesh or Pathfinding navigation on click)
- Card or RPG battles
- Fight with monitor resolutions
- Dig, Extract & process RPG maker assets from origin game (including VFX from RPG Maker & cutting sprite sheets into animations and extracting dialog texts and existing code for some features writen in JS or RPG Maker switches)
- Solve a lot of bugs during development
I can create them, but I'm not sure yet what to post or share. Donations will help me cover expenses for 2D artists. After the first demo, At least, I wanted to share the YouTrack board with plans and task progress, and create a thread on F95Zone for the game and a development thread.Do you think we'd be allowed to donate on Subscribestar/Patreon/whatever once you have a playable enough build?
nope..Am I the only one who prefer the card game ?
Abandoned, on hold is just one of the ways devs used to tell people that the game is abandoned now.Is the game really on hold, or just abandoned?
Would there be less work involved in making a unity remake as opposed to godot remake?But first, I aim to complete a 0.15.2 game state in Unity, and later extend the game with such a constructor/builder and new levels/plots, monsters/enemies, NPCs, and a better corruption/fame system that will impact game flow. Overall, Vel’s game idea was awesome; it’s sad that he has abandoned the game.
Any way, if you want to create Godot remake, be ready to write a lot of code. Game contains a lot of stuff:
>1Would there be less work involved in making a unity remake as opposed to godot remake?
What's the motivation for remaking the game in unity, as opposed to just cleaning up the MZ build?
When I looked at the MZ project, there was a ton of event duplication, the battles were basically copy paste copy paste copy paste and absolutely terrible to manage. I wouldn't be surprised if author gave up because it was just such a pain to actually add new content.
Even adding an enemy to a single battle required making sure 3 or 4 different event pages had their scripts updated to incorporate the new enemy. Eventually I was able to figure out how to add more enemies to each battle, but it was just a huge headache.
If all of the battles were to be refactored into a much more manageable state, it'd probably be just as usable.
Those things aren't going to make re-implementing the list of functionality any faster, especially if you're porting a game made in one engine into another.Yes. Unity has years of professional support, functionality, and documentation over Godot.
RPG maker is perfectly fine for programming. MZ is completely open-source.RPGMaker functions are extremely limited and the engine itself can only support so much of even its own native functions. As a whole the engine cannot even handle simple programming tasks and JS can only do so much heavy lifting.
Unity also recently tried to screw over every single one of it's professional users.Yes. Unity has years of professional support, functionality, and documentation over Godot.
not sure but I think they gave up that idea because of the hate right?Unity also recently tried to screw over every single one of it's professional users.
You don't just "forget" the plan to fleece several hundred million dollars.not sure but I think they gave up that idea because of the hate right?