It looks like a really beautiful and promising game. Is this your first game? If it's your first game, how long was the development process? Did you follow any "game design documents" during the development process? I'm asking all these questions because I'm an amateur game developer myself and when I skim through the content, I see a LOT of work. I wish you continued success. Good luck!
Thank you for your kind words, this is actually my first game! I was VERY on an off scripting the game since last October/November, so don't take that as a dedicated timeline. It was more like when life permitted/when I was motivated, I'd build out the story and add stuff.
The major thrust of the development happened in the month leading up to the alpha dropping. In my head, I always envisioned it as the game to end all porn games lmaoo, so I knew I would need to rigorously pursue optimizations in size wherever I could. I came from a moderately strong coding background, so technically, the game wasn't super difficult. My main time sinks were sometimes in fixing retarded bugs in some of my more complex widgets, then content development + logic handling. My 0.01 was a ultra rough sketch, and I'm much more happy with 0.02 haha. I took a 1 month break before finally coming back to 0.02 just due to burnout from personal deadlines I set for myself.
Feel free to rip off my code, but I (at the moment) wouldn't really recommend trying to decipher what the hell I did. Overall principles I would recommend:
1) think very deeply about the systems you want in game before coding.
2) widgets can be your friend or your enemy, there is no such thing as a versatile widget. Keep them as simple as possible, then build more complicated second order widgets
3) While it sucks, object oriented programming will save you life. I have god knows how many state variables that I use to control game flow, and games are one of the most intuitive use cases for OOP principles.
My game is really not code you want to emulate (at the moment, maybe in future updates it will be more robust). I would recommend looking at other popular projects, and seeing what you can borrow from their code. I am also planning (far far far far far far far in the future) on making a basic game template + tutorial that other people can use to quickly script and shoot games off into the wild. Some of the stuff I see on gamcore is dogshit, and honestly, I don't entirely blame the devs.