Quote from: Luna_blade on 28, April, 2014, 03:14:54 AM
We can continue on our own but that requires us to probably basically recreate what Joao has already done.
In practice, you have two options.
1. Identify what J hasn't done but needs to do, and then work on that.
2. Do whatever you want to do in order to make a GS game in RPG Maker.
The first is a perfectly good option.
If you do the second (with no mind to the first), then there are two possible outcomes for option 2.
1. You'll end up working on something J hasn't worked on yet, but would have needed to do eventually.
2. You'll work on the same thing J's working on, and be able to geek out with him about how he's done stuff, and help him do it.
Those outcomes are just as good as the outcomes of the first option, with the added advantage that you'll also pursue the task with greater agency and gusto, since whatever you're working on, it'd be your first choice, rather than some compromise.
I should also point out that J's path is a lonely one -- Otherwise more people would have actually done what he did, rather than just talk about it. If people specifically choose something to do that's not what J's doing, then we actively reduce the chance of more people like J coming about. And that makes J's path even lonelier. This is another reason why I support option 2 rather than option 1.
Quote from: jjppof on 28, April, 2014, 07:57:10 AM
Anyway, the next the step is implement the element engine and the damage calculation.
Why isn't Rolina doing this?