>>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.
However, it's been about two years already and I consumed a lot of different media and grew up a bit, so I want to believe that if I give it another shot it will be different from last time. I was simply too ambitious, but if I simplify things a bit maybe I can come up with something nice in the end, even if it's not the perfect story I in my head back then. I mean, if I learned that simple things can be fun as well, and to be less elitist with myself, maybe things will be easier this time.
>For the music, I don’t know how to help as I’m also having some problems with that, but there are tons of cool music free to use if you opt for not The problem would be that I'd have to arrange them in 6 FM and 3 SSG channels, and that could take 3 or 4 times the amount of effort. Plus, the ambientation of OPNA is simply amazing for the kind of thing I want to do. I actually designed the whole thing with this in mind, so it's a big "must" on my list, and I'm not really willing to change it so easily.
>As for the art, I don’t see any problem with it, that map in your image looks pretty good.When I said art I was referring to CG, animations, bars, icons, character/background design and more complex sprites. I'm by no means an artist, I don't consider myself one either. Actually, to be quite honest here, I hate the enormous amount of effort that drawing requires, specially because when you're actually not good it's extremely unrewarding, considering the time you put working on it and the quality of the finalized product. So, yeah, things are hard on this side regarding art. But thinking about it now, I could have easily eliminated some of those things to simplify the development and spend less time on being a faggot. Sadly, I was just too stubborn back then.