Q&A (Autumn 2024 edition)


How’s it going? We’re doing great! We just posted a Q&A on our Patreon, and I thought: Hey, this is a public post, right? So why not share it on itch.io too? And that, my friends, is why we’re here! 

With each version, we do a special post where we answer your questions  you sent us on Discord. This time, we picked 10 questions.

1. We'll ever see any character's past? For example in anime when we see some villain's past showing what made him evil. (geo)

SPACESANDWICH: We had ideas for the most important characters and if it’s important or interesting we do want to show or develop it.

SALAMIN: Like Space says, there will be flashback content for certain specific characters who are key to the plot.


2. What is the social structure of the races? The elves seem to see themselves as better to other races so is that just them being haughty or are they actually seen as the superior race? (erkbestmage)

SS: I think the dominating race in the kingdom is still Humans, Elves are probably high class or wealthy but they are also foreigners in the kingdom, St. Polla isn’t their domain. Same for Dwarves and Orcs they come from other places so in this kingdom they are just citizens or tourists. Other species like Goblins are more ambiguous but they are obviously marginalized (along with Orcs). For anything else, we haven’t seen enough to get a clear idea but I think there are some races that still haven’t had time to shine but will.

SALAMIN: So far, what I can say is that St. Polla is a human kingdom that "accepts" the coexistence of other races. Here’s what we know about each of them, at least for now:

  • The Elves come from neighboring, wealthier / more-developed nations. They’re arrogant, proud and partially inspired by tourists who visit Spain from Northern and Central Europe (the guiris).
  • The Dwarves are also foreigners, but not tourists; rather, they’re artisans or practical workers. They all love working, have a strong Scottish accent, and hate Elves.
  • The Horse Men are a minority but are considered honorable and respected. No one wants a kick in the face, afterall.
  • The OrKs are an accepted race but still segregated. They have a more "fiery" nature, which can lead to prejudice from the human authorities.
  • The Goblins are considered outcasts, almost like creatures, and they are prohibited from entering human cities.

3. How do y'all go about planning/ designing y'all's locations? Is the world meant to be reminiscent of any place or? (Marble Clouds)

SS: Yes, the general culture the game is based on is our own real life surroundings (Spain), I try to use mostly European Roman inspiration, one example of this is when I purposefully redesigned the King’s crown compared to Atom’s concept. The typical villagers you see are also dressed like the local rural folk.

SALAMIN: Agreeing with everything SpaceSandwich mentioned (we've based it on Western medieval architecture, especially Spanish (For example: St. Polla wall and Southern Watch Castle), when designing the tiles and maps, I’ve also looked at Roman architecture (Cryptoporticus), German medieval architecture, from when I lived there for two years (for example, we have the Holzfachwerk houses in the Market District), and Moroccan and Mediterranean architecture (like some houses in Fulana Beach). We also include elements totally at random. For instance, when SpaceSandwich and I were going to the subway, I noticed some tiles along the way. Those same tiles are now used in the Pink Guild. The white tiles you see in the fish market in Fulana Beach are also inspired by real-life tiles.


The chapel tower of Villa Ñoco and the Abbey is partially inspired by El Miguelete, the tower of Valencia Cathedral.

4. How wild are we getting with them bodies?  (Marble Clouds)

XERLEXER: As wild as we could i think, but of course we don't wanna add anything out of place. ^^;

SS: Not sure if it’s asking anything more specific than how crazy character designs can get? There is a good example of the average by now with all the characters. If you want like huge boobs or asses It’ll be within reason compared to what we already have.


5. Do y'all draw from your own experiences? (Marble Clouds)

XER: hehehehe. Mayyyyyyyybe. I won’t tell! 

SS: If we experienced anything interesting AND fitting to the game, yes. But whatever we like takes more priority, we have imagination.

SALAMIN: I have some well selected memories deeply etched in my mind that I hope we'll use sooner or later… HUEHUEHUEHUE!

6. How much does audience reception affect your process? (Marble Clouds)

XER: I think it's safe to say that anyone becomes greatly motivated when they get comments or feedback, good (and sometimes) bad. I know I get a fire in the heart when peeps compliment ^^

SS: I don’t think it affects our creative decisions much but mostly it’s because our fans seem to have a similar kind of ideas to the ones we have already, So basically what we do by default is already working.

SALAMIN: I read all the critiques, positive and not-so-positive, and I always try to take something from each of them. I wouldn’t say feedback influences me or my work too much, but to make a game, you need to understand how the audience feels about your story and, above all, whether it works or not. That said, I try not to pay much attention to opinions from users who don’t read and prefer “easy-and-quick-fap” games; simply put, this isn’t a game for them.

7. Is the game close to being finished? (Codewarrior)

XER: looks at the last update that adds a new path Hmm. I don't think so.

SS: Not very close really, although we would like to program at least one ending sometime soon, and then continue expanding the game.

SALAMIN: Nah, we still need to finish the 3 main paths, introduce 7-10 big new exterior areas, and prepare the final stages… I’d say we're less than halfway there.


8. is this for pleasure or profit? (Marble Clouds)

XER: Primarily for pleasure, but profit wouldn't be bad either. Either way I don't do this because I think it’ll be lucrative…I like drawing boobs. I also love this game.

SS: I see Final Orginity as a learning experience to help us do other stuff later, I’m having a lot of fun making it and that’s what I’ll keep doing after we finish with this one. The profit part is only a necessity that helps us do what we like to do.

SALAMIN: Since I was little, my dream has been to make video games. When I started making Final Orginity, I took it very seriously as a key project in my life. That's why developing the game has gradually become what drives me the most nowadays. I have a ton of fun with what I do, coming up with dialogues and funny situations for Amy… I get to unleash all my creativity almost without filters! Plus, I think the response has been very positive so far, and I have no doubt that if we finish the game, and if we finish it well, we’ll also see economic benefits… I mean, why not? the game works and people like it (at least, so far).


9. Lessons learned in development? Advice for noobs? (Marble Clouds)

XER: Communication. Planning. SCHEDULING. It’s easier but also more challenging with a team, but it goes well if you work more as a unit. I’ll admit there was a slow start when I first joined, I think myself not being used to a team; but we’re getting there!

SS: I think being on a team makes a big difference from being alone. My personal projects tend to end up paused indefinitely because I’m unsure if it’s a good idea or if I can do it alone. But when you are on a team it takes away some weight from your shoulders but at the same time you have this mentality of “I can’t abandon this or the rest of the people here”. It’s like trying to build a house vs trying to grow a tree, the house is intimidating and easier to give up on, the tree needs you but it will grow as long as you do your part.

SALAMIN: My advice is not to start a new project for profit, but because you want to make a great game. If there’s a good idea, talent, and above all, CONSISTENCY, a mere idea can become a great game that attracts people. But until that happens, you have to work every day, almost religiously, to ensure your project becomes an actual game and not just a half-started idea. Of course, as my teammates say, it’s also very important to find a united, coordinated team that supports each other.


10. Is the ropo team closed or new people can join to help with the project? (geo)

XER: I mean hecks. I’m not opposed to it.

SS: Yes as long as we make it work smoothly (avoiding confusions, bad coordination etc.) We have no limit or people helping us.

SALAMIN: Eight friends started Ropoductions more than 3 years ago. Out of those eight, only three of us actually committed to working on the game. One of them left, and we recently brought on someone new, Xerlexer, so we’re back to being three. Over the years, we’ve had help from interns studying video game development as well as independent artists who wanted to contribute to the game in a one-off way.

So, the answer is a resounding yes. I believe that expanding the team could speed up processes and allow us to finish the game much sooner and in a more complete way. 

Right now, I think that an artist or an animator could help us… but in the long run, I’d also love to have someone help with testing and, if possible, someone with knowledge of RPG Maker MZ to assist me in the monumental task of building Final Orginity (currently, I’m doing it alone). 

Ultimately, my true dream is to make Ropoductions a real video game company, and I’m not going to say no to someone who loves the game and wants to help us finish it. So if anyone wants to help us somehow… just text me on Discord!

Quick sketch Xerlexer doodled during today’s meeting. 


Alright, people, that’s all for today! This round’s Q&A MVP is Marble Clouds—let’s give them a big round of applause. That’s it from us for now, but we’ll see you again very soon. There’s lots to share...

In the meantime, take care, be super happy, and we’ll catch you in the next post.

Ropo

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