Get some details on this busy week below.
|The first area of what I'm calling "Pinto Island".|
This is the first test area for the pre-alpha demo.
- Placeholder Tilesets (for Town, Meadow, & Cave)
- All Placeholders for Demo Map
- Reorganized Tilesets for Easier Level Creation
- Tile Map Experimentation
- Surf Tile Coding Redesign
- Rebuilt Map
- Field, Islet, Cave, and Town Tile Maps (Pinto Island, Pinto Cave, & Pinto Town)
- Discovered The Relic Castle (Where I can get feedback from Pokemon fangame creators)
- Code for Numerous Overworld Tile Features
- Tile Map Scene Loading
- I can see the value of team members right about now. An artist knocking tiles and NPCs out, a musician refining the soundtrack, and a programmer figuring out the battle system would all be nice to have right about now. But I'm in this for my career so I need to make it work. My reward will hopefully be enough money to live in freedom.
- Fired up from the Them's Fighting Herds finished campaign and some Pokemon fangame interviews.
- I should plan my larger games for 20 month cycles. 18 for development and an extra 2 for beta testing and launch hype.
|Gotta find placeholders for each possible tile so I can |
start redrawing each asset needed from scratch.
Drawing each tile myself and making them look as perfect as the grassy set seen above will take a lot of time. There's a bunch of art and sound assets that will eat time when you think about it, but I want this game to exist. It will be done.
(As well as something to wear.)
Now that I have this system all worked out, I can start coding things that make the overworld really feel alive. People, ponies, pickups, and doors incoming! Once the bulk of the game is complete (hopefully January) it's just a matter of planning scenarios, coding attacks, and animating everything. Once it hits alpha, everything gets easier to chew on.