How long have you been working on your game?

leusyth

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I'm curious! I started in December 2019-ish. Taking way longer than expected,lol.
 

ShadowDragon

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main game, sory, sketches, UI designs (couple of months, UI for MainMenu, GameEnd
and ItemScene (almost done), mapping slow (busy in RL as well).

side game, main mechanic fully functional, stuff that need to be made to make it
ready to use, slow, but also a couple of month :p

hopefully a tiny demo begin next year of the side game project, main project takes
longer, because more work.
 

Milennin

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My first game that I finished was made over the course of about 5 years, but I took many long breaks in between. Counting only activity, it was probably around 6 months of working on it.

Second game, only playable demo, was done in like 2 years, but again with like 6 months of actively working on it.

Third game, finished, took about 2 months to finish it, then another several months of finetuning and updating it to work out bugs and adding extra stuff to it. The last update was done exactly 1 year after the initial release, and not interested in doing more with it.

Current project, started since MZ release and still working on the combat system, setting up skills and passives. Got nothing really else besides it. Combat always takes the most time for me, but it's the thing I find most important as well as most fun to work on.
 

KazukiT

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If we are talking about making games in general, I have been making games since January of 2019. My first game took me 13 months and I made 4 game jam game which I spent 2 weeks on each. My current game I have been working on for a month but, I am finally making some progress with that.
 

kaukusaki

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8 years so far but only because health problems and computer gremlins got in the way
 

Ronove

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I have one I work on off and on (it's gone from VX to Renpy and then to MV) and currently it's on off mode because the idea's hard. What I'm working on right now I've been at it since June! I just wish I had gotten the idea while I was off work because of current events! I would have had a lot more done since I had a lot of free time. Now I can only relegate weekends to it so it'll take longer than I really want it to take.

EDIT: For the game I have released, SSP took me about a year to do altogether. Wish I had that kind of laser-focus now, haha.
 

zzmmorgan

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40 years so far..... LOL.
I actually first started tinkering with game code on an Apple ][ because it had color graphics but never did produce a full game ever. Lots of bits and pieces in various languages on various types of hardware since some of those bits and pieces other people ran with but no clue if any of them actually made any money. BUT I bought RMMV about the 1st of July and spent most of the month doing a tech demo after doing the tutorials to just see what I could do with it and concluded that in a matter of hours I was WAY beyond what a couple of months in Godot or Unity got me. So I've spent about 2 months now and have a decently playable alpha I'm looking at getting some feedback on and could potentially have it basically finished in as little as a month depending on time since I'm still working fulltime. I will note that a German game dev I know has done some play testing of the early stages of my game and told me I was making him look bad at my rate of progress :) But his comments from his play testing gave me VALUABLE info I've used in getting something on the order of 4 hours playtime so far and hopefully fewer bugs than a Bethesda game. I still need to flesh out some stuff and ensure that some of the animations for skills I bashed together are fully implemented so we'll see just how long it will truly take. The biggest issue is every time I do a playthrough and find more bugs I also see more things I want to change or add. In fact my last playthrough my bug list was a LOT shorter than my list of things I wanted to add..........
 

Ninjakillzu

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I'd say around a year. I work on it sporadically, not every day. It will get done when it's done.
 

Featherbrain

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I have some early character designs and ideas for my current project from around January 2019, but I took most of 2019 off and didn't really start working on it in earnest until around the end of 2019. I've been steadily ramping up production all this year. The quarantine leaves me with not much else to do anyway.
 

ADMtn

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Almost two months on my current project, based on when I made my "games in development" post in early August.

Started with an idea to make a simple, but polished game using only RTP and absolutely no plugins while I waited for MZ to come out (which I would use to make my "real" project). However, after the first few weeks, I decided I wanted a quest log which started a snowball effect of starting to use Yanfly plugins. Roughly around the same time, I began to tweak RTP art assets (making slight adjustments to characters and tilesets), then I began to select new music as I decided to not use any RTP music. Yesterday, I opened up some .js files and made small JavaScript edits because the MV engine and YEP didn't do exactly what I wanted.

I fell down the rabbit hole of customization.

Now MZ is collecting virtual dust while I finish what was supposed to be a throwaway project on MV. Hoping to get this done in less than half a year.
 
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AbstractMan

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Well, my current project started as a table-top system/card game I made around 2018. This is where I designed the combat system, general theme, and *Classes* (If you can call them classes). I started working on the actual RPG maker project of it in early 2019 and I persist on it to this day. Doing custom art and getting the turn-based system to actually work takes a lot of time! Not to mention learning rpg maker as I have never used it before this project.

I have no idea when I will get it done, but this project has become my child and I will make sure she gets a beautifully tragic but no less complete ending.
 

Dust

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I think almost ten years, counting in about 3 iterations where I basically just kept the main cast of characters but drastically changed the story around them.
 

KazukiT

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I think almost ten years, counting in about 3 iterations where I basically just kept the main cast of characters but drastically changed the story around them.
I am a common practitioner of reusing characters in different setting. However, they have to feel like they fit. The main character of my first game was a character I made a few years prior but my gut told me he would fit into this world perfectly.
 

Powerise

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About 4 months for each system. I only make mini games for personal entertainment and friends only.
 

Dalph

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I started August 22th, so slightly above 1 month on and off.
I just make short games/mini-games for fun. Might take 1-2 more months to finish this one because life gets always in the middle.
 

CHKNRAVE

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Something like 6 months. And I recently deleted every map / skill / enemy / equipment to make sure every single part of the game is up to par with the skills I've built up along the way.

I'm in for a long ride, it seems. It's okay.
 

rue669

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I've been working on my game for about 2 years. I expect the next ones to take less time as I've learned a LOT!
 

Aesica

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Since around December of 2019 and I'm only now finishing up the last few maps and story event flow. I need to get better at this! On the bright side, the character skills are all done and mostly where I want them in terms of balance. IF I can ever finish the last two maps, it's just a matter of designing enemies which is of course the fun part. Then the balance pass(es), then the beta, then the release and probably the flop. ;)
 

MerlinCross

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Depends on what game we're talking about.

The game/demo thing I'm working on was started in August I believe with another game started in July.
 

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