Unfortunately, I think it was a bit too ambitious. When I went back to count all the tiles I had used, there was well over 256. This wasn't even a completed tileset. I still lacked a number of tiles that would have appeared in dungeons.

I thought it might be interesting to share some of the project assets / mock-ups, even though it might never come to fruition. Maybe some of the assets can be used by someone else.

Overworld maps w/ sprite overlays and some technical indicators

The problem with the maps was the tiny resolution of each action screen. (these are indicated by the red outlines) It made everything way too cramped, since I was using 16x16 tiles.

On the other hand, I didn't want to have larger action screens with smooth-scrolling and grayscale. It would have ridiculous amounts of ghosting. It was a catch-22. Both ideas seemed doomed to failure.



This was a working idea for the inventory system. To the right would be the HUD that appeared on action screens, as well.
Impressive, Zera; I'm glad you attempted it, even if it turned out to be infeasible. I've been putting off my Civilization Simulator II for years for a similar reason: I am concerned I'm either going to create an infeasibly huge game, a small and unplayably dumb game, or a game that balances an AI and gameplay in 8KB but skimps on the user experience. I hope that your work does indeed fine its way into being useful to another coder, or that you might even toy with the project again in the future.
  
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