I actually don't know if this has been asked in relation to me Starting to dev ahaha! RPG Maker has been a special interest since the early RPG horror blew up, but I recognize a lot of the classic titles would be a boring answer, so I'll go into some detail for later in life.
At age 16(?), I played Hello Charlotte which as probably a huge catalyst for me going back to game development. It's technically in that category of RPG Maker horror about a strange girl but it's story is told in a unique way and goes more towards VNRPG (visual novel rpg) than a lot of the classics did. That format is like drugs to me.
I also played the 8:11 demo, and that game really motivated me.. I at some point befriended the developer and seeing his work style did something to my brain.. He developed maps in a similar way to me but he works on a larger scale and it's hard for me to wrap my head around. I played a lot of indie games on itchio to get my brain into gear really though 8:11 is the most memorable after all this time. It day 2 of Omma HAHA. I really like churches in games now though. I see they are in many RPGs.
Um regarding visual novels, a lot of the VNs that inspired me are no longer publicly available on the internet, but one in particular is Liar Liar by tokimekiwaku. It's structure and styled inspired the first VN I made in high school. Obviously I don't make stuff like that right now but I'm still fond of choose your path horror stuff.
It took me a while to really figure out my voice as I developed VNs cause I had taken a break from writing longform fiction because of depression and my art focus in HS, but I certainly took inspo from HeartLovePowerTemple and many other VNs released for other jams I partook in early on (ie I love Spiral Egg Challenge and it's use of art and real life images of cooking and the topics really resonate with me). I like the designs and names in Spiral Egg Challenge a lot (I think about Fabric Johnson all the time). It winning VNCup menat a lot to me for reasons that are hard to articulate. For something to resonate with me so much in the way that it did and also win.. It gave me a confidence to continue to be true to myself... It means more to me than I can probably ever properly articulate..
Really, with VNCup and other jams like that, a lot of VNs released in the events I enjoy are focused on messy relationships between girls which I like.. I enjoy things that blur the line between general toxicity and abuse and also sometimes people are just mentally ill but not outright harmful towards their friends but have the potential to be if in another situation. So yummy.
Also, denpa as a whole. I've always sort of liked it before I knew that term, but I learned about it in my teens. I still think I take inspiration from Song of Saya (VNDB) even after all this time (despite my habit of making fun of Urobochi at times). It certainly will inspire me forever whether or not I choose to talk about it. It was the first denpa VN I read and it did something to me. The sound direction, visuals, and (some) of the character designs really do a lot to me... It's a VN I'd never want to make myself but echoes of it resound in my tastes forever.
But I do prefer things like Soundless (VNDB) which I've talked about over and over so I will spare details... It is admittedly hard to define denpa as a genre and not going to lie, I actually don't care that much about the true definition because the legacy of those works are seen throughout the other works I love very much BUT visual novels (and other mediums) that fit in that category are quite special to me.. Even if I haven't written a released an denpa work myself yet haha!
(While I'm here.. I should gather Fabric's sprites.. Top tier design truly)..

No. The game industry is really bad. It requires secrecy because it's full of developers who can be fired at any moment. All some developers have in that industry is the ability to program things that are difficult to make from scratch- to have their code be readily available would not benefit them in an industry that is so cut throat.
I think it would be nice if more indie devs did, but even then, that mindset trickles down. So many indies will never make a living wage on their games and to release their code would allow people with a lot more resources to profit off of their work. We know companies with more money wouldn't hesitate to use a devs' code in the worst way possible. This is an unnerving feeling.
It's unfortunate and a reason I actually struggle with getting into Godot and things. So much code just isn't readily available like in other engines I like. Much must be built from scratch or using plugins that may have issues that you can't figure out how to solve while in RPG maker, there's often a million plugins for one different thing.
It's why I asked Basicbean's help with the dollmaker template. I think Godot is really convenient but there's just not many resources for it and most artists Aren't programmers and don't have time or patience to be programmers. And I love games by people who lean more towards the art side/writing than the developer side.. It's why engines like RPG Maker are everlasting too.. Works for artists in a way many game engines don't.
I don't think the above is good or anything. The game industry is a beast and artists (and programmers in art industries) have to try hard to protect their jobs due to constantly being abused by people in power, especially with all the cases of developers being fired right after a game releases only for the project / base code to be handed other people who are less skilled. So many of my favorite games have been ruined by this practice too because a good skeleton still requires meat.
It's worse because now the game industry and other art industries are benefitting off the work of artists they refuse to hire or even acknowledge the existance of with giant AI things that scrape every little thing on the internet. Things have the potential to change but.. smiles, I think a lot of AAA corporations have to die and more avenues need to exist for game developers to earn revenue (IE Itchio being really the only place for poor Western indie developers without publishers is terrible while having the moderation team be the way that it is not helping anything). I really do think so many problems are the result of AAA industries snuffing out everyone they can.
That is to say, I do think indies are doing well in recent years but even then, a lot of the indies in high regard (ie Hollow Knight) may not be AAA but they still have so many resources me and my dev peers don't have so I consider them to be seperate from the problems we are experiencing, even if they have other struggles. Tap tap, I've had conversations with larger indie people in the industry who don't even KNOW the situation on Itchio right now.. They are not my kin.
TLDR: When art is made for the sake of profits over the sake of creating, people are less likely to help each other and the game industry loves when developers feel like they are going to starve. To help others is a luxury developers typically don't have the luxury of doing.

FOSS is the good and holy way. Any time I say I hate it, it is like having an argument with a sibling I adore but get tired of. Game dev for solo developers requires being cautious of who you put your trust in but with Free and Open Source, when you download the software, it's yours really. FOSS is also what you have to turn to a lot of the time if you use Linux which makes it a godsend for diversity of OS usage.
BUT. Unfortunately I find that FOSS tends to have issues with usability and the communities around them. Looking up an issue may result in "it works on my machine" attitude or you may just find a bug that is unfixable... And it's enraging because somoene may have fixed it but forums and Discords for a lot of it can be long-dead unfortunately since people in these communities frequently keep to themselves.
Still, really I love FOSS. I use Aseprite. It started out as FOSS, and it's excellent because I use Aseprite forks on my iPad. For game engines, FOSS is good because game engine distributors randomly change their terms. I'd never use Unity for game dev and I am averse to Gamemaker because of the fuckery of the company. I do think both are useful. I do use Unity for some things- corporate backed things have the ability to make a lot of software that would take a lot of manpower that can't be funneled into FOSS projects a lot of the time.
Really I think so many earlier versions of many engines should be FOSS because of how Aseprite being FOSS earlier on has benefitted the community so much. Ik the developers were working on apple versions but the App Store is expensive and it would require maintaining two distributables. I just really love forks even if the new fork is not FOSS.
FOSS projects inspire me alot. It's why I distribute my scripts for free. FOSS I get mad about when there's bugs because of losing work and I get like.. enraged, but you know, even my own scripts have problems at times haha. Anyways, CHURCH OF FOSS.

yay! i wish you much luck and happy holiday if any of the ones occuring are relevant to you. remember if you ever get frustrated, you can't let the game engine win!!
i'm really delighted tobe an inspiration!! enjoying my work for a few months! wow! that's so long ^^ it is amazing to be remembered

It really depends on your ultimate goals, but anyone can learn HTML or CSS. JavaScript gets harder but to be honest if you know how to code at all you can scrap anything together.
HTMLdog is what I learned a lot with, and I still randomly reference w3schools for stuff I forget- sometimes the Mozilla docs too.
For video games it really depends. I mainly use Renpy which has it's own starter guide but I like fenik's resources too. For RPG Maker, I got started with this playlist.
My website has the tools / vps hosting section though it may be a bit much sometimes.
I add these to my FAQ more with a few more links c:

Wow now I'd really kill for some tea...
This question is really vague, but I will try my best. Visual novels are very easy to get into. Renpy is very popular and has many resources due to its community's size and age. Lemmasoft forums is a godsend. I'm going to be honest.
Renpy's installation also comes with "The Question" when you install it which gives you some basic Renpy stuff (some diverging maths, label jumps, etc). It gives you a lot of basic information and is how I really got started. Devil's Food was made with a lot of basic skills The Question gives you. Starting small like that can be really good.
I'll also include this a link to Feniksdev (itchio tools / website tutorials), a programmer / game developer who has many tools and resources. I look at their tutorials from time to time and want to use their tools. I plan to soon actually. Aside from Fen, you can find lots of tools and frameworks for Renpy on itchio. No reason to make things harder for yourself. Of course, remember some code may have errors if it's for older Renpy versions.
Oh lastly, I want to add that Renpy is great, and I love it very much. I'll never stop using Renpy. But for small Itchio web visual novels, I think it's worth it to try other engines. Methinks every Western VNdev should touch Renpy at some point usually, but also like, Renpy is just not suitable for some projects. I like small web projects and have been fond of them lately (ie my Squid Girl World series), but dislike Renpy for it because it has poor HTML5 builds and Renpy setup can take a long time. I used Videotome briefly and enjoyed it though ultimately moved over to Godot for greater UI flexibility (though I don't think I'd recommend most VNdevs / starter devs to use Godot if I'm being honest lol)
But yeah the answer is just start. You'll get somewhere much faster than if you don't start now.

There is always so much more. There's always more. For various reasons. Stories exist to give the information to the reader you need to tell. So things must be cut, and old options must be deleted as it may not further the goals of the story even if you still consider those aspects to be true. The fat must go.
But beyond that, there is also just limitations of being an indie developer. So this will be a bit long.
Anyways, cutting content is good to me. You have to making writing tighter and cut out of the slops of fat, but it's nice to look back on. Maybe make some weird AUs out of it or something or just draw them. Ommatophilia obviously hurts me lol, but at the same time, I'm proud of myself for making the decision to cut it and not ending up in dev hell for 10 years.
This is just all on my mind because Deltarune's existence lol. It has a lot of things in it- silly things I think are important for the charm of it. If I had more money or made a living on my work, I'd have a go at making another multi-year project indie game haha! Deltarune is just everything to me. It's relaly a gliimpse into a better future, and it reminds me to not forget my old goals (though I'm still having fun making lots of short games right now).



I'm kind of an insane person who has been writing and devving for a very long time, and as a result, I have a feeling the way I work would not be optimal for most people. Still, I will share because it's fun but it'll probably be all over!!

