Hi everyone, it's been a long time since I've updated this thread! Although I took a bit of a break from my game in June-July due to my busy schedule, I was able to pick up where I left off about 2-3 weeks ago. It was tough getting back into it again after such a long hiatus, so I ended up spending about 3-4 hours playing through and taking notes to re-acquaint myself with everything. I think my biggest challenge is motivating myself to do more "creative-work" after putting that same creativity into the material I have to pump out at my job. But I'm really happy to be making progress again.Â
<u>Updates:</u>
-I made a BIG list of things to change from the first part of the game based on comments made in the forums and from friends/coworkers (for example, Aero is lvl 2 when she rejoins the party, the bees glide along the screen and are much weaker, I added more save-prompts and HP/MP restoring crystals, cued serious music for particular scenes, fixed random bugs, etc.)
-I completely redid all of the Melolune Caves. I had originally envisioned this place to be full of vines and melons whose glow cast a pleasant multi-colored light throughout the caves (sort of like the lamp shop in Legend of Mana). So after breaking up the ground into various levels, I added a mist fog, the melons (George was kind enough to make me a lovely spritesheet of melons), and some pretty glowing effects.
<img src="http://supershigi.googlepages.com/MeloluneCaves.jpg">
<img src="http://supershigi.googlepages.com/Meloluna.jpg">Â Â
-I changed around some of the older maps as well (Star Night has glowing lanterns, Achaius' home in the flashback has been redone to be more location-specific, etc.).
<img src="http://supershigi.googlepages.com/Introduction.jpg">
-Added a second set of animating sunbeams and fixed the timing on the first set.
-Some of the cutscenes have a bit more "icing" so to speak (Aero has a "down" sprite, Dominic lights a fire in Izaya that's complimented by a pleasant glow, Achaius and Caleigh's sprites have been redone to match their concept art, etc.).
-The dialogue in Melolune is finished.
-Debonet's maps are finished, and most of the NPC dialogue is also done (overall, about 1-2 more hours of gameplay has been added).Â
<u>Things I still want to change about the first demo:</u>
-Leeble Village tileset help (the treehouses are still placeholders because I don't think I can do this myself)
-I have to implement a new UI and get the new battle system rolling... until then, the CT UI and sideview battlesystem will be my placeholders.
-I might want to go back and redo the Upperland forest. It's probably unnecessary, but being the perfectionist I am, the desire to improve it is always there.
Basically... no matter how much I do, I always feel like there's still an impossible mountain of tasks left to finish. I suppose I'll just keep chugging along one step at a time. I think throughout this process I've actually become quite a decent mapper. My hope is to have a new demo out this month. It will include all of these various changes, and some additional gameplay time.
@busbuzz: Hey there! I hope it'll be ready soon... perhaps this month? I'm not sure, I always feel like there's still so much more to finish!
@shuruka: I'm glad you like the music and maps, and I think I know what you're talking about with the tree. I actually don't have a ringless one of that variety on hand, but if time permits I might alter the sprite to make it look more natural.Â
@gizmo00999: Thank-you for playing the game, I'm really glad you enjoyed it