Update 30 - All Things in Modification
It's hard to believe a third of a year has already passed since VNgen first released in Early Access. With the advent of GameMaker Studio 2 requiring some extra strategizing for the release of version 1.0, the EA period has definitely gone on longer than originally intended, but not unproductively. VNgen has grown by leaps and bounds both internally and externally such that its code is barely recognizable as the same product that shipped in late 2017. As the march towards 1.0 continues (and indeed is nearly drawing to a close), each component of the underlying engine is being re-evaluated. Why does X feature exist, or why doesn't it? How does it work, and how can it be standardized to work like everything else (or vice versa)? Does it feel natural to use? All of these are important questions, and only scratch the surface of tests a new change must pass to determine whether it fits the image and scope of VNgen 1.0. But there's also another question that's often more fu...