Large update; there's something I've been considering changing for a while now, but didn't get the willpower to do so. After seeing that in 4 colors, that some beautiful tiling I did is wasted because you can't always tell differences between close-gray colors, I decided to change some things around. Here's a hint of what's basically going on (*pssst, it has something to do with colors*):
This large change affects the sprites, and I think gives them a lot more potential personality. Yes, it changed Trio from having tights and a mullet to wearing shorts and an orange hoodie. Looks a lot less like a douchebag, and admittedly a lot more like me Any opinions, or ideas on the palette choices (It's an original blend of colors inspired by the GBC's native palette)
Coding is also going great, and a lot of other ideas have changed. The screen size is now a bit smaller; 14*21 tiles for the screen is just obscenely large and distracting, not to mention a lot of work to produce nice-looking maps. I think the size is most likely going to be 320*480 now, with 8*15 tiled large screens (which leaves 16 "virtual pixel" rows for the HUD at the top), with an actual virtual screen size of 80*120 that is scaled up at 4x magnification. This is close to 50% smaller than before, which actually should look nicer for the intended postclassical-retro feel of the game's mood.
Additionally, until JustCause returns to our ranks, music will be mostly at a standstill, because his music skills are far superior to mine when it comes to composition, and therefore I will designate myself to the tasks I am best with (graphics, coding, stortyline/character development).
As for an equally important but less tangible portion, the storyline is being worked on by me; no play-by-play script has been written yet, but I have started on the main overview summary that will tie it all together. I intend it to have a top notch storyline, rather deeper than Link's Awakening's/ALTTP's, but similarly paced and simple enough to allow the player to not have to think about it too much, except with some various points in the game where one may have to infer significance of events (have to throw some philosophically enriching things in there to make it a-1 super!)
My main focus until late summer will be primarily this; I will likely still be making games/utilities for the Prizm, and will be constantly updating Raptor, but there will be no major spikes in activity during TaNF development.
Edit: for general clarification, since some were wondering if it shifted to the prizm or something, this isn't a Prizm project, it's for the PC.
This large change affects the sprites, and I think gives them a lot more potential personality. Yes, it changed Trio from having tights and a mullet to wearing shorts and an orange hoodie. Looks a lot less like a douchebag, and admittedly a lot more like me Any opinions, or ideas on the palette choices (It's an original blend of colors inspired by the GBC's native palette)
Coding is also going great, and a lot of other ideas have changed. The screen size is now a bit smaller; 14*21 tiles for the screen is just obscenely large and distracting, not to mention a lot of work to produce nice-looking maps. I think the size is most likely going to be 320*480 now, with 8*15 tiled large screens (which leaves 16 "virtual pixel" rows for the HUD at the top), with an actual virtual screen size of 80*120 that is scaled up at 4x magnification. This is close to 50% smaller than before, which actually should look nicer for the intended postclassical-retro feel of the game's mood.
Additionally, until JustCause returns to our ranks, music will be mostly at a standstill, because his music skills are far superior to mine when it comes to composition, and therefore I will designate myself to the tasks I am best with (graphics, coding, stortyline/character development).
As for an equally important but less tangible portion, the storyline is being worked on by me; no play-by-play script has been written yet, but I have started on the main overview summary that will tie it all together. I intend it to have a top notch storyline, rather deeper than Link's Awakening's/ALTTP's, but similarly paced and simple enough to allow the player to not have to think about it too much, except with some various points in the game where one may have to infer significance of events (have to throw some philosophically enriching things in there to make it a-1 super!)
My main focus until late summer will be primarily this; I will likely still be making games/utilities for the Prizm, and will be constantly updating Raptor, but there will be no major spikes in activity during TaNF development.
Edit: for general clarification, since some were wondering if it shifted to the prizm or something, this isn't a Prizm project, it's for the PC.