ヨルライ Jun/14/2026 20:00

【ENG】6/13 Development Update

6/13 Development Update

The system described in this article is currently under development, and work on the English version will begin once the Japanese version is complete.
For this reason, the images in this article are in Japanese.

Thank you to everyone for following me.
I’d appreciate any likes, comments, or feedback you can give.

Flashback Room Implemented!

I know it might seem strange to create a flashback room before building the core of the game,
but since I consider the flashback room to be the heart of this game, I made it right away.

You can look back on basic memories.
You can also obtain your favorite items in the Memory Room and freely increase or decrease your level.

There’s a tutorial too!

Combined Memory Feature Implemented!

This is the highlight of this update!

Instead of going to the red carpet area to view them individually, go to the purple carpet area,
and when you talk to a character...

A configuration UI will appear!

UI Explanation

Switches

Pre-Battle Event Switch

You can toggle this ON or OFF. When ON, you can watch the pre-battle event.

Defeat Recap Switch

You can toggle this ON or OFF. When ON, the defeat recap begins after the move is fully executed.

Move Slots

There are slots 1 through 15. During battle replays, enemies will execute moves in order starting from slot 1.
When you select a slot...


A list of moves the enemy knows will appear.
If you select “Ejaculation” in the top-left corner, the enemy will remain still while the protagonist, Jan, ejaculates.
When you select a move,

This game features four dialogue patterns per move, so
you can choose the dialogue that plays when the move is executed from the options.

Testing It Out

I went through the process from setting up the combination replay to playing it back.

A defeat recall plays after this, but I’ll skip that for now.

Once you’ve created a combination recall, you can save it to keep it,
so if you set it up however you like, I think it’ll make things go much smoother.

I haven’t implemented it yet, but I plan to include a sample combination recall,
so if you find creating one too much of a hassle, I recommend playing that instead.

Thoughts

Creating these combination replays was a huge pain!
The scripting in RPG Maker MZ is way too hard to work with.
When an error occurs, you can’t see the variable states, and you can’t set breakpoints,
which was incredibly frustrating.

Phew, anyway, I’m glad it’s done!
It was a feature I’d been wanting for a long time, so I went ahead and implemented it.
I’d love to see other games just rip it off completely, if possible.

Turn it into a plugin? No way I can do that…
This has gotten long, so I’ll wrap it up here for now!

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