>>149Yes. I was testing perspective and sizes to learn what felt more natural, so some colors/shadings are bleeding a bit and it things look wonky here and there.
>>150>Then how about getting gud, practice and then working on it again?Well, first of all, I don't have enough time to put into anything related to the project itself as of late, or to practice and improve. The second problem is motivation, I already lost most of it.
As I said, at the very least I don't have plans on working on it
soon, but there are chances that I will change my opinion in the future. I honestly don't want to lie and say that if I will work on it or not because not even I am sure about it, plus this whole "hey, I may or not may work on it!" thing makes me feel like an attention whore.
>Just that room looks better than most modern rpgmaker shisI'm glad you liked it, even when it's a rough sketch full of dicks.
>>151>For the story, if you can’t come up with anything satisfying, you could always recreate an already existing mystery story and adapt it to your game’s gameplay. You could pick up a story from a book, or even mix many different ones, or use one as a base and add on it other things that you want.I thought about doing this too, but things didn't blend exactly as I wanted. My major fear was basically that the game may not have sounded bad but the development of the story was going to feel completely uninteresting, since I couldn't connect the dots between the scenes. You know, like, there are games that sound pretty good and the mechanics look nice, but when you play them you realize that the story lacks a lot of stuff or that it wasn't well planned, so it just doesn't work. And that's exactly what I was feeling when I was planning the story. No matter what I tried, I felt I was lacking something, or the pieces would simply not fit together, or it felt highly unnatural.
Post too long. Click here to view the full text.