Home Artists Posts Import Register

Content

Howdy everyone! Thanks again for your patience while I work on this last chapter.

The goal is to get the whole diddly-ding-dong thing finished before the end of the month (like always) so that, next month, I can start the cleanup process. 

At this rate, I'm still shooting for a December release - it might be a LATE December, but a December nonetheless.

What's going to happen after Chapter 7.1 drops is that I'm going to do what I normally do (hunt for bugs while y'all do the same) and then once I'm satisfied that it can be played to completion, we're going to copy/paste the game to a separate file so that I can work on it.

Delete ALL of the events, triggers, and variables and rewrite them from the ground up for a more streamlined experience.

Do a couple of map redesigns to make things more seamless.

Put some of those nice fetishy bits back into the story, because I know I miss them.

Rewrite the story for better foreshadowing, plot development, literally playing on one screen and script writing on the other.

This will have an unfortunate side-effect of nulling any and all save files for you guys - but since the last chapter will be released anyway, it'll serve as a great incentive to play through the game when it's more complete and finalized.

Thank you all again for your support, and as we get nearer and nearer to getting out of Beta, I can only say that I'm very appreciative of all that you've done to help me!

Comments

Wally Hackenslacker

As a software developer I would advise you to avoid rewriting code AFTER it has been extensively tested by either players or yourself. It won't help you to delete and rewrite stuff after testing because it will invalidate the tests. Normal practice for what would be test driven development would rather be to write automated test cases for everything, then write the code to pass those tests sucessfully, then rewrite for efficiency and streamlining (while insuring that automated tests still pass, of course) and then make a beta test with users. I honestly wouldn't attempt a full rewrite of a code base after user tests unless the users are returning serious bugs that are proving very difficult to fix with the current approach to the code. Now I don't know if RPG Maker even has the tooling to write automated unit tests, but even without using those, extensive (and probably needless) rewrites of a codebase is probably second only to engine changes in causing project delays.

bobothehobo

I appreciate the input! But I'm not actually writing the code with RMMV - it's all handled in the UI. What'll be happening here is just me getting rid of about a third of the events and streamlining them. I won't be losing anything, just trimming down the fat, so to speak. And if it comes out that it was a bad idea, I'll still have the base copy! The reason that I've decided to go this route is because it seems like all of the issues that I've run into in debugging have been because of my own sloppy scripting. There's a lot of needless events and variables that I can cut back on in the name of making a better game. Basically, it'll just be me reordering event triggers in the name of efficiency. Don't worry!