Refactor progress is going well. New layouts and functionality is here for the whole system except for the battle system. The revised battle system is well underway.
The Battle System is coming along nicely! You can kill or spare enemies like Undertale, but attacking the enemy now means getting close to them during bullet hell segments. The overworld is just placeholders. You won't be controlling a red ghost in the game (I don't think.)
(1/5)The Battle System is FINISHED! The engine of the game is now complete, so it's time to forge on to plotting the story and assembling the game. The following posts will show videos of the demo version of the battle system with test enemies!
(5/5) And, if you're so inclined, look for opportunities for critical hits. Hit the enemy when they are yellow to deal double or even more damage (depending on your weapon)
The First Assembly is almost complete. I've decided on a plot structure for the demo, did an estimate of remaining work with a categorical todo-list of each item. Now, I'm finishing things up today with an empty room for every projected room of the demo.
I learned how to do basic tilesets and I have a rough tiling of the entire demo. Here's an example of an empty room with invisible collision boxes and room transitions. Soon it'll be time to make the character and overworld sprites and breathe some life into these rooms.
The manuscript for the demo, illuminated by the afternoon sunlight. The programmatic half of the demo is well over. Now, it's all creative use of the engine and, y'know, colors, sounds, music, and writing.