SakeTami
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Status Game

Hello, everyone!
It’s been a while since I last wrote a post like this about the status of my games. To be precise, the last one was around January 7, 2023... That was ages ago...

Sorry!

I haven’t forgotten about these posts, but most of the time, there just wasn’t any news to share. Though some updates did come out. But today, I decided to write one because I figured not all of my followers are on my Discord channel, and even fewer would personally ask me when the next update is coming.

So, about the games—I’ll keep it brief.

The main projects are still waiting for updates.

And that’s all I’ve got for now. I don’t have time for other projects at the moment.

I also wanted to share an update about the SS2 remake situation, since it ties into my other games. Initially, I planned to develop this remake in RPG Maker MZ—a slightly better engine than RPG Maker VX Ace—which would’ve given the game more advantages.

But… things didn’t go so smoothly.

The problem is that MZ games are more demanding. Owners of older or low-end PCs might not even be able to run them, since the minimum requirement is now 8GB of RAM—which is a lot.

Right now, Sim GD and Giantess Incident have already switched to MZ, and I doubt they even launch for some players. They just show a black screen. Games on MV still run but can lag terribly.

This means if SS2 moves to MZ, not everyone will be able to play it. And that’s not what I want. Technically, SS2 isn’t a hardware-heavy game, but MZ would make it demanding—or even outright unplayable. Oh, and the file size too.

A nightmare! Especially since the visual upgrades are minimal. I realized this way too late.

Now I’m on the hunt for a better engine. I’ve tried 3D engines like Unity 6, Unreal Engine 5, and even Godot, but the sheer amount of work needed just to implement a single battle is terrifying.

For now, I’m studying Unreal Engine 5, hoping to either build a new game there or port SS2 to it—but that’s still up in the air.

Unity 6 and Godot ? The main issue is that most of the work relies on coding. I’d need to learn programming, which I don’t know. Even with AI tools, it’d be harder than wrestling with UE5’s Blueprints (which I at least vaguely grasp). I also tested Visual Novel Maker, though it’s not built for RPG battles—you’d have to jury-rig it, and that’s another question mark.

In short: Which engine should I pick ? I still don’t know. 

I could always stick with good ol’ VX Ace, but it has its own problems—like the limit on loaded video files (yes, that bug where videos stop playing and battles freeze on the last frame). No fix for that.

Speaking of Giantess Incident—the game I’m supposed to remake—I’ll likely revert it to the old engine but keep the one modified battle I’ve already finished. The one will be tweaked. MZ just isn’t worth the hardware demands, at least in my opinion.

But what do you think ? Drop a comment below, and if I don’t forget, I’ll reply right away!

That’s all for now.

Thanks for your support—it really keeps me motivated! I’ll keep working hard so you’ll have something new to check out this spring.

Questions ? Leave ’em here!

P:S: This entire text above was translated by Deep Seek R1. so if it is confusing and funny in places, all questions to Deep Seek R1! It's not my fault!)

Status Game

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