Originally posted by: GradualGames
We are fast approaching the halfway point (well, fast for a tortoise ), in terms of the areas of the game. We've probably already passed the halfway point in terms of total time invested in the project (this engine was extremely tough to code). I spent the first half of 2014 completely refactoring JUST dungeon exits, and then rewriting all of my NES dev tools in Python/PyQt cause my old C# suite just wasn't cutting it. Since about maybe october we've been making real progress on the game itself, have completed the second dungeon and are now on the third overworld area (not counting a town, insides of houses, caves...)
The videos are of course really interesting.
One says "thanks for playing the demo", there is a demo?
However, impressive work!
The main "sprite" how tall it is? 3 or 4 sprites? It looks like FFVI 24x16px characters, style wise (from what I see in the video, the cape animation maybe need to be slowed down a little bit, but likely I cannot judge well from the video).
I believe this project is a huge work, code wise: 4 ways scrolling, animated enemies, and other complex features.
How vast the map is? How many dialogs? How many foes and bosses? Designing vast different areas, different foes, and many original dialogs takes further time, on top of coding the game engine.
Keep up the good work!
- user