Time to revive this thread, woo! Which means that it's also time to post more crap about the mechanics.
In the last few days I've been planning some new features for the game:
- The game won't start from the Behemoth event anymore, but it will actually give you a brief tutorial on how to play the game (Richter will be the master);
- Macka Region's map will be similar to Chrono Cross' world map, which means there will be some locations where you have to go around and beat the local boss (if there's one) to proceed to the next one. Once the location is cleared, you can just skip it and move freely;
- 2.5D exploration. What does this mean? Well, you won't just move left/right and up/down, but also on parallel routes! Locations will feel a lot more real than those you've seen so far in metroidvania games, I hope;
- Upgradable weapons! I haven't planned yet how to implement this, but it will make your favorite weapon not useless when you find a more powerful one (except for secret uber weapons). And it's not the crappy soul power-up system used in Dawn of Sorrow.
As for the actual updates, I can tell you the item database is almost complete. All data for weapons, food, status/recovery potions, armors, and helmets is set. I'm still missing icons for a few daggers, and I haven't decided yet what accessories and story-related things to implement. And speaking of accessories --- capes, rings, boots, and other misc items will be in this category.
Now the main editor part: I'm still working on it, and I think I finally went for the big step today: XML. Some things will be handled using this format (in a not retarded way), so that I can add anything when it's necessary. I should have done the same with the item database, but whatever. For the moment XML is going to be used for map data. Finally I'll be able to create the very first location with the map editor. :p
That's Richter with his Dracula X Chronicles outfit. He will appear in the intro, during the tutorial, but he has no animations so far, and he probably won't have any since they're not necessary. :p He needs several changes (I made the sprite myself, my bad) and he will probably not just show his back.
That's all folks!
POPS compatible? *worship*
It is, but I'm still having weird issues with menu loading and some stretched flat polygons.