Unfinished Demo Access to the intro of the dating sim that is no longer to be, You Might Have a Type.
Alright, this is possibly the biggest bummer of a thing Iāve had to admit to myself, but...
You Might Have a Type, the dating sim, is no longer in development. As in, further development is cancelled.
For those of you new here, a while back (almost two years, yikes!) I started playing around with developing a Dating Sim- in the end (via polls) it was decided the dateable options would be UT Sans, UF Sans, US Sans, and SF Sans.
tl;dr: I have to stop working on YMHaT due to technical, revision, and time struggles. BUT, thereās a browser-playable build of the intro up on Gamejolt! You canāt progress the game, but once the interactive intro is done, you can explore the game area (Grillbyās), talk to at least a few NPCs, and observe the back areas for multiple observation texts.
Thereās no ending set, however, so just stop playing when youāre done looking around, and have a bit of patience as occasionally new talksprites take a moment to load.
More info about why Iāve had to let this project go below the cut:
I reworked the project from the ground up no less than three times (even switched entire game engines once) - and finished what should have been 95% of the art. However, I hit more and more problems in development - which I was doing alone. From realizing the āstoryā wasnāt working, to needing to create much more art to āfixā it (a year after Iād finished the majority of the art, creating style problems to say the least), to realizing the game was lagging upon export no matter what I tried to do to fix it... well, that is what I get for trying to manhandle RPGMaker MV into a different shape. The elements (used a bunch of plugins, along with other tactics) worked independently, and even running in my own environment, but they suffered as soon as I took that away.
In the end, Iāve been doing a lot of introspection and have to admit that having this unfinished project hanging over my head has been severely messing with my creative output. Guilt and worry, personal pressure (the longer I let it sit, the harder itāll be to fix/copy the previous art style/etc), and just the mental real estate even a semi active project takes had a huge toll. This was supposed to be a fun, free fanproject, but my income is solely commission/art/freelance based- time spent desperately rehashing and working on a free fanproject is a worrying amount of time spent not making money to help make ends meet.
So, though itās hard to accept I failed on this... Iāve got to throw in the towel. If I want to move forward and make new, cooler things, things that Iāve now got a lot more experience through the struggle of this game to make even better, I have to let this go. Itās obscenely sad, and donāt mind me Iām crying a bit, but! I want to continue having some time for other fanworks - fanart, fanfiction... and YMHaT was just the ball and chain I was only adding more weight onto this whole time.
That said, though I obviously was unable to release a finished version of the game- I have a workable intro, and have put up a browser-playable build! Like I mentioned above, there are those caveats - and seriously, once youāre done exploring, just exit out of the game tab. Nothing more will happen :C
I put a lot of work into this game (hundreds of hours...) so, upon the encouragement of the few friends I opened up to about this, Iām sharing at least this much. That way at the very least, some of the assets can be enjoyed, however briefly, and wonāt go to absolute waste. TvT
Iāve certainly learned my lesson, and any future gamework Iāll probably stop trying to bend RPG Maker MV (a perfectly good game engine!) so out of shape to make it do things I should just suck it up and learn how to program in Unity, for example. But yeah, time is unfortunately money, especially for a freelancer, and weāve all got to hustle, sigh. I just canāt justify sinking another hundred - or likely, two hundred plus - hours into a fanproject thatās already struggling and I canāt make any money off of. I know it sounds cynical, but yāknow, thanks capitalism TvT
So, onwards, to new and better projects - I hope to still make a dating sim someday, but Iām afraid that unless I can find some crazy loopholes (or someone wants to drop several, several, several thousands of dollars on me) it probably wonāt be a Sans-centric dating sim.
Hope you enjoy the unfinished demo - if you like anything, a comment left there or here would mean the world, so Iām not just chucking all that work completely down the drain ā„ļ¹ā„ cheers to you all (esp those who read all this, wow!) and thanks for the support and interest you had in the project at all. Iām so sorry to let you guys down, but I thank you for the opportunity and damn if I didnāt learn a lot thatāll make me a better creator for the future.
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I think I answered this just the other day, but either way - nope! If you mean āwill the player character be designated X genderā, then nope, not one bit :) You get to choose your name in-game too!
This is the biggest mood Anon. Literally every time I write āYMHatā I just read it as ā,,, Yum Hat,,ā ā”
Iām clearly excellent at serious video game work. į( į )į
Um, I was just wondering if there was a definite release date for YMHaT??? No rush or anything I know these types of projects take awhile uwu
Ahaha, but really- I know when Iād like to have it out by, but Iāve thoroughly learned my lesson on announcing any such things (the lesson is: donāt do it bc youāll jinx yourself). All Iāll say is⦠the very vague⦠soon!
Okay, but also storytime re YMHaTās dev:
I actually put down working on it for nearly 5 months. A mixture of burnout on the project and other life things just made it to where I was burning tires and going nowhere- but Iām back on it again, in between commissions⦠anyways, long explanation short, thereās an absurd number of images Iām generating in this game.
And by absurd, I mean right before going on dev hiatus for a bit, I literally made 28 headsprites for unique, non repeating NPCsā¦
⦠and then completely forgot I made them.
The file title didnāt quite match my other naming conventions, too, and Iām usually dead on with that sort of thing but with the burnout creeping in at that point I slipped up just enough that it got lost in the large group of working files I have for the game. And so, as part of gearing up for the final leg of dev, last week I was like āOh right, gotta do those 40 NPC headsprites for dialogue.ā Had a file with the sketches and everything, so I opened that up and started chipping away at them periodically throughout the weekā¦
Last night, I go to open up the file again. Get distracted briefly, eyes rescan the folder- and I find a differently named file that also has āNPCā in the title⦠but not āheadspritesā or 'fullbodyā or anything. It was 'Bustsā, a convention I reserved for main NPCs (not crowd type NPCs). Confused, I opened itā¦
And in horror, realized that I had spent a week doing work Iād already done.
I justā¦
Worst part was, I DID keep all the sketches in a logical order for the game in each file, so⦠the 30 Iād just done⦠perfectly overlapped the 28 Iād done previously TvT
My only mild consolation is Iāve definitely improved since then so my⦠accidental redos⦠are much more nicely styled, but⦠still⦠my heart is still hurting from that one (=āæ= ||||)
Though hey, I suppose maybe it shines slight insight onto how much art Iāve made for this game that i just completely forgot doing 28 unique headsprites. Iām clearly a mess, but I swear Iām doing my best to make a good, fun game for you all, not just a half patched rush out to be done with it or anything X)
O-out of wild curiousity, I gotta ask: How... how many pictures HAVE you made for YMHaT??
That is... a very good question.
Er, honestly, Iāve been trying to figure out how to answer this for nearly ten minutes. See, a lot of my exported art is in spritesheet form - it allows games to reference a āsectionā of a single image, thus cutting down the āsizeā of the game. Plus, with animations, itās even more of a grey area - walking animations for example, should I consider that āone art pieceā or... as many as there are frames...?
Also, backgrounds - theyāre technically one image but uh, you guysāll eventually see that thereās a lot to them XD
So. Hm. Leaving out the question of backgrounds, and saying that animations count as one āimageā...
Probably...
At least 250 character-type sprites (fullbody map sprites + headsprites), 50 effects, + [redacted] special unlockable images in the <20 range, + 30 UI elements...
so.
330 āpicturesā + [redacted] unlockable images, not including backgrounds because I genuinely canāt quantify that, and not including animations?
If we, ah, include animations as frame counts, then... weāre definitely broaching 500, Iād wager, but forgive me for not counting XD
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Hey! How's game dev going? Are you taking care of yourself? I hope so!! Good luck wherever you're at, and don't work yourself too hard! <3
awww thank you so much! ;0; iām doing my best, and thankfully my wrist is finally recovered as of yesterday or so, so iām full speed ahead! <3
that said, thereās the usual dev hilarity. in fact, adjusting a certain sprite earlier resulted in Papyrus really being King of Moodā¢, because gods forbid my art program do the thing i want it to do:
that moment when youāre going through your sprite files and realize you forgot to do nine sprites and their interaction alternates for a group scene...
time to pull another nine original NPCs outta my ass