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So, being new to the RM community and development with this particular engine, I decided to jump right in just as soon as I got my hands on RMMV. I started working on all kinds of design ideas, tinkering with the database, making sprites and faces with the character generator... in short, I went completely nuts. And then, I sat back and looked at what I had... a complete mishmash of non-or-vaguely-related elements. So I scrapped it all, and started over, taking what I had learned along the way as a guide. And it went well. Except that I discovered that the scope of my project was still roughly 12 times too large, given that this was my first attempt at a fully developed game. 


So now I want to ask the community how they feel about the concept of demos. Because I had the nifty idea of lopping off the first portion of my planned magnum opus (basically, all of the adventures on the first continent, up to the point that the player acquires the ship (and thus, opens up much of the rest of the world) and releasing it as a stand-alone prequel to the rest of the game. That way, I would have a much less daunting project in front of me. So how about it? Would you play a game that was clearly "stage-setting" for something larger? How do people feel about demos that act as segues (did I spell that properly? It's one of the few words with which I can never tell).

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Don't forget, aspiring writers: Personality isn't what your characters do, it is WHY they do it.
Hello! I would like to know if there are any pluggings or any way to customize how battles look?
I was thinking that when you start the battle for it to appear the eyes of your characters and opponents sorta like Ace Attorney.
Sadly I don't know how that would be possible so I would be needing help! If you can help me in any way I would really apreciate it!
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