I can say now that it’ll have at least 40 hours of content in it, but I have nothing to back that statement.
Try not fall into the mental trap of forcing yourself to offer a fixed amount of playable hours. Do not aim for 'epic'. Instead, aim for completion of the story and/or ideas. If everything you set out to accomplish has been completed, then you are finished. Even small games can make sizable and lasting impressions.
Anyway, I am meandering off-topic, so I shall cut my warning and rant short right there.
Section 1.4 Music and Visuals
Since I’m choosing to go commercial now, music is really up in the air. I’ll probably be seeing if I can commission certain artists I like - if that doesn’t work out, I’ll figure something out. One artist utilizes DnB combined with altern-rock and orchestral elements, while the other artist is more based in straight-edge orchestral fantasy pieces. I’ll cross that bridge when I come to it.
I’ll be using the RTP graphics for the most part. Any customized sprites will be made to match the RTP’s style. I’m also using user-generated face edits of the RTP characters, but that’s where some of the licensing issues come in, below...
I’ve never bought a commercial RM game before, and I haven’t really heard much about them. I’ve seen them, but was never interested in any that I saw. I’m going to price mine low because I really just want to break even - like, if I spend $500, then selling a $5 game to 100 people would do me justice. But, I can’t even tell if I’d reach 100 people. What are your opinions on commercial RM titles? With a simple game like mine, is it even worth the trouble?
Try not to spend any money at all when you start out. Creating a game on the scale that you are attempting is a rather large undertaking, especially if you are the only one working on the project. I have seen games stagnate and vanish after the creator found that the task was too large, overly complex and/or simply no longer had the time to devote to production.
If you absolutely require music to sculpt the surroundings of the world, use any song that matches the environment and keeps you enthusiastic about the area or scene. Later on in production, if you feel that the task of creating the game is not too difficult to see to completion, then commission someone to create a sound track. In this way, the artist will have a scene reference, graphical reference and musical reference to draw inspiration from to create something original.
So far, I have never played a RM game that I would desire to pay over five dollars for. But, to be honest, I have not played all that many commercial demonstrations. I do not personally know anyone who has purchased a RM game, either.
My advice is to utilize the RTP as much as possible to cut down costs and licensing dilemmas. Not to say that including free content is a terrible idea or all that overly complex in most cases, but there are many combinations, edits, re-colors and fresh content that you can introduce just with the RTP tiles, sprites and faces alone.
Section 3: Making the game launch without RMVXA’s RTP
I’ve seen a few VX titles that launch as their own application without requiring the player to have the RTP. I haven’t played a commercial RM game, but can you even sell an RM game that requires you to have the RTP? I mean, I guess you could, but... eh, it’s just weird. If I simply choose not to use any RTP files (or if I simply copy/paste them into the game folder with different names), can I simply use the Compress Game Data option and be done with it? I doubt there’s any single application that will magically turn my RMVXA project into a standalone program, but any advice on this would be appreciated.
Creating a project which is not tied to using RMVXA RTP is actually quite easy to accomplish. Once you are ready to publish, simply verify that you have imported all of the RTP files that you are currently using into your graphics and audio folder. Also, make certain that you copy the fonts folder from the RTP directory, as well. After you have completed those steps, open the 'game.ini' file within the root of the game directory and remove the line dealing with RTP selection. It should be noted that each time you test play your project, the RTP line is re-added within the 'game.ini' file, so always remember to check before publishing. Following that edit, play through the game to see if any error messages crop up concerning missing files. If there are any files missing, copy them over.
To tighten my control of what enters my project in the first place, I open the database and remove everything (actors, items, animations, tilesets and so on) by clicking on the 'Change Maximum' button and setting the value to one before right clicking on the only remaining entry and selecting the 'clear' option. I also change the target for animations to 'none' and remove all sound effects and title screen music. This gives me a nice, clean project to start with. If I really need an animation, I simply open a new project, copy and paste the animation into my project and make sure to import any RTP files used therein into my project folder. The same is true if I want to use a certain RTP tileset, class and so on.