Does this mean you rewrite plugins other developers made? Or do you still use their code, just modified to fit within your game? How do you handle credits and licenses?
Most of the time I scroll through people's ideas for plugins and plugins already released and if I like the idea I'll just make my own plugin with same features, but all my own code and developed with my crazy thought process lol. Currently, in Sock Quest I'm using Yanfly plugins, which I do not plan on making my own versions of, and I have my own plugins, I'm mostly doing it to learn. Currently I have a layer plugin I am using by someone else, but since I'm learning scripting, I want to create my own Layers plugin so I can learn as well as have a resource for the community.
As for the licenses, this game won't be commercial so I just create a text file with credits of resources I am using and place it in the projects folder, and whenever I share the game in a post I put the credits in there as well. The bonus of me making my own plugins is it makes it easier if I ever do decide to go commercial, which would be unlikely for Sock Quest but now I'll have plugins for all my commercial games.
I'm also curious whether you script things that replace events. I mean, using events, you can do a lot, but when you script it, time spent creating events might drop quite a bit, saving time. I almost haven't done any eventing yet (still more in the planning and exploring phase). It might just be me, with all those little details that turn out to be really time-consuming to build in events, but could be relatively easy using scripts.
I have a balance, I will do all dialogue, all cutscenes, enemy encounters etc, in my events, I usually leave the scripting for things MV cannot do by default, or as you have said to make things easier. For example, I could make a time day/night system in the MV editor with variables and conditions, but why bother when I could just create a plugin to handle it all for me.
Another question, is this post considered off-topic? :P
Hahah, nope seems on topic to me, it is all about the plugins I'm developing and most of them are for Sock Quest
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[doublepost=1453490475,1452797326][/doublepost]Okay so I never realized the OP has a very outdated story, the story has changed tremendously and way more detailed. I have about 3 more characters to add, I have a written information about the land (Weolly), as well as Sock Land (still not named yet lol), when I get time to update the OP, I'll be sure to let you know.
As for other updates, lets just say the story changed so much, that the gameplay will be increased from a 1-2 hour game to a 3-4, and probably a lot longer if I start writing out side quests. I have also re-worked a few interior maps for the first town. So because I'm always doing things randomly for this game and never in a good order, I have been rather slow, not to mention the actual conversion from Ace to MV took forever, and now that I'm also recoloring the tiles for a whole new world in the game, it may take even more time.
I know I've been promising a beta version for some time now but every time I get a little bit further in the games story I end up having to open photoshop, fix bugs, forgot something or re-adjust plugins etc, it can be tiring as all heck, but no worries, I will have a beta version soon, I swear it lol Well technically I do have one ready to go and had one for some time now, but my perfectionism err more like my OCD lol does not want anyone seeing it until it's half decent but how will I ever know if it's good If I don't release it to the beta testers
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So I decided this weekend, by Sunday if it is not to the standard I want, then I won't care and will be releasing to the beta testers anyways, so from here on out, no more excuses.