Well, got the whole GM thing sorted out. Sort of. But at least I can work -__-
Progress is going okay. If I can get in another good week like the first week of development, then the game will be finished before the month is up. However, I doubt that I'll meet that pace.
At the very least, I'm glad I started this game. Looking at the way things are going, the other game would have taken too long, and I'd have been in a bit of a tough spot eventually. I'll be much more confident to pick it up again once this is finished.
For now, to release the demo I need to put in the save function, place the savepoints, and place health.
The way I make games, I have unlimited health when I test them early on. Then, after the areas are put together, I do a run through and see where I tend lose health, and I make assumptions about where people are likely to have trouble. Then, I go through and add health where needed, try again, and get some people to play test. I also tend to make the difficulty I come up with for myself the hard difficulty, since I represent someone who is familiar with the game.
With checkpoints I used to think that I needed to have them before any area with new enemies. When some players see a new enemy they want to see what it's H-animation looks like, but if it's in the middle of a long section then they may not want to risk losing progress to see it. However, that sort of limits the level design, so I'm trying to work around it. One option is "unlocking" it for a gallery as soon as you see it or defeat it, but that assumes the player knows that the gallery/area even exists, so I need to make it clear early on.
Also, I may do one CG for the demo, but I don't know. I might just release it before then.
Anyhow, back to work. I may look into hiring a voice actor today, so I've gotta get that done.