This is an update for those who are following my DQ1 Remake project. The 2.20 beta has been through about ten revisions now, and in each one tons of bugs have been fixed, as I want to leave all the engine issues behind me so they do not plague me in future builds, and I want to thank beta tester Stagefright in particular.
His efforts to find and document all my numerous screwups so I could fix them have been nothing less than Herculean, and I just want to say, "Semper Fidelis" to him for all his fine work at unearthing all the fail in my project so I could fix it.
Due to his tireless efforts, the following is now no longer an issue.
1. More legacy broken code is now removed.
2. The last remaining shards of my old dialogue code should be gone.
3. A longstanding UI glitch when displaying skill data is now fixed.
4. Skills in general have received numerous fixes to damage, calculation of effect, and other fixes.
5. Tons of game crashing issues now no longer a problem.
The following needs to be fixed though:
1. Some broken transfer triggers in various areas towards the end of the game.
2. The event coding for my bonus dungeon unlock is jacked up. It was ancient code I set up in one of the earliest builds of my game, and I finally discovered it's obsolete and buggy, and due to a oversight Stagefright discovered, is prone to screwing the player out of the bonus dungeon key by mistake very easily, and thus that event sequence will be rewritten in its entirety to avoid this.
Once I have fixed all this and Stagefright confirms I've no longer fucked anything else up (won't lie, I screwed up a LOT), I will release the official 2.20 build of my game, which I plan to dedicate to the Kiwi Farms, because those guys are awesome and I even threw in a lot of shoutouts to them in the town of Catilin to show my appreciation.
And on that note, I want to mention another game dev I'm aware of named Alex Mahan, the guy who does the Yandere Simulator game, which, as I understand it, is a crippled POS he does very little work on and has numerous issues which the Kiwis have pointed out in this thread:
From what I've seen, he's a lazy asshole with some messed up fetishes, but more importantly, as a game dev, his project is an abysmal garbage heap of bad coding, bad game design, and it has been stalled in terms of actually being playable for the longest time now because it's developer is shiftless, easily butthurt over any criticism, no matter how reasonable, and refuses to humble himself and admit when his coding skills can't do what he promises and when what he has produced is frankly subpar work.
It is this I want to address him on:
Alex, as a game dev, I'll be blunt: When you get called out for producing a piece of shit, and people present good reason based on the objective quality of your work to call it shit, fall on your sword, admit it, and work your ass off. If you fuck up, own up to it and work on it, and learn to treat your beta testers with respect. Mine are a gift from God himself, and when they tell you what you screwed up, show some damned pride in your craft and fix it instead of dragging ass and getting asshurt over being told you aren't perfect.
In fact, I'm just going to be harsh: Your godawful project has inspired me to work harder on mine, and unlike you, I definitely plan to have mine fully released as a finished game before the end of this year unlike yours, and if you have any self respect, you will prove me wrong.