Useful (or Useless?) Inquiries That People May Ask… ̶o̶r̶ ̶M̶a̶y̶ ̶N̶e̶v̶e̶r̶ ̶A̶s̶k̶:
-WARNING: GIANT TEXT DUMP AHEAD! ̶u̶n̶l̶e̶s̶s̶ ̶y̶o̶u̶’̶r̶e̶ ̶i̶n̶t̶e̶r̶e̶s̶t̶e̶d̶
Q: Ugh, another RPGMaker MV game? That must mean default assets, shoddy
UI designs, excessive map-running (or grinding… or a daily life simulator), and crap
quality in general.
A: Honestly, I can’t blame you. The RPGMaker genre has long since become
infamous for these standards due to its accessibility and simplicity, aside from
some gems here and there (i.e. Ib, Witch’s House, Off, etc. ̶g̶r̶a̶n̶t̶e̶d̶ ̶t̶h̶o̶s̶e̶ ̶a̶r̶e̶n̶’̶t̶ ̶p̶o̶r̶n̶ ̶g̶a̶m̶e̶s̶).
This is my first ̶p̶o̶r̶n̶ game, but I’ve tried my best to avoid these pitfalls. Granted, the intro insofar
DOES have quite a few default assets as I was adjusting to the engine.
However, I have since snagged a few assets here and there from the amazing RPGMaker community and Steam Sale;
while also having just discovered parallax mapping. So, please have faith in my improvement.
Of course, if you already see potential, then that’s good enough for me as well.
Q: Why the crap is the game 1.15 Gigabytes for its first release?
A: It was originally intended to be approximately 400 megabytes utilizing the natural option RPGMV includes to
remove unused files. However, it turns out that there was continuously an issue with loading images for my custom
title screen during deployment. I hypothesize it is due to Windows being the only system that overrides file naming to
autocorrect/compensate “file capitalization issues”. Once I troubleshoot and am able to prune out unnecessary files,
I hope to reduce file size in the future.
Q: Why can’t I move my character via mouse clicks like certain other RPGMaker games?
A: There was a trade-off between analog movement and enabling mouse direction.
I didn’t want players to be able to moonwalk backwards with their character (though that WAS entertaining, ngl), nor for certain events (i.e. door animations) to possibly initiate with characters facing backwards. Plus, movement via arrow keys probably feels more natural (well, at least for me). Analog movement also had its fair share of work arounds, such as how to avoid door SE from repeating 1,000 times in a row from failed diagonal direction test cases. Luckily I managed to work around that with a secret ̶A̶K̶A̶ ̶d̶u̶m̶b̶ technique.
Q: Where’s the character diversity!? There are only three characters so far, and two with relatively large knockers, with only scenes for one of them!
A: Calm down there, cowboy! That’s only for the first release! Trust me, I’ve got a ton of generated sprites and planned models to satisfy as many audiences as possible! My end goal is to make this the largest, diverse cast of characters and world map areas over time; as much as I can muster with relevant storylines and character developments. However, this will need to be expedited with some support, hopefully ( ̶e̶v̶e̶n̶ ̶p̶o̶r̶n̶ ̶g̶a̶m̶e̶ ̶d̶e̶v̶e̶l̶o̶p̶e̶r̶s̶ ̶n̶e̶e̶d̶ ̶t̶o̶ ̶e̶a̶t̶ ̶i̶n̶ ̶t̶o̶d̶a̶y̶’̶s̶ ̶e̶c̶o̶n̶o̶m̶y̶).
Q: Fuck your bookshelf puzzle! I just wanted to jack off!
A: A’ight. ̶T̶h̶e̶r̶e̶ ̶a̶r̶e̶ ̶t̶w̶o̶ ̶o̶p̶t̶i̶o̶n̶a̶l̶ ̶s̶c̶e̶n̶e̶s̶ ̶b̶e̶f̶o̶r̶e̶ ̶t̶h̶a̶t̶ ̶t̶h̶o̶u̶g̶h̶.
Q: I want to fuck your bookshelf puzzle!
A: Thank you, my objectophiliac gentleman. That took a while to crank out (but I might just avoid most puzzle mechanics in the future and focus on the goodies since I’m a lazy piece of shit).
Well, if you somehow read this block of regurgitated verbiage, then I salute you. I hope you enjoy, or have enjoyed this little project of mine. Stay safe and healthy my dudes, especially
during these trying times.