Haha, well currently my timeline is something like this:
I expect to have a full working prototype of the battle system within a month hopefully (I do have my exams coming up in the next few weeks, so we'll see).
After that I need to refine my custom text system. I don't think anyone noticed, but in the menu demo I released the text at the start was generated by that system. When its finished it should be able to do text boxes with the right effects etc. I'd be suprised if this took more than a few days.
After thats out of the way, then I get the fun task of producing gameplay. There's only about 9 or so maps that cover from the start of the game to just before 7th Heaven. So it shouldn't be too long until you start seeing screenshots/videos. Maybe 2-3 months from now (without being optimistic)?
Possible setbacks to this are if I hit design problems in the battle system. Which doesn't seem too likely at this stage, but I've yet to firmly decide on the format for spell data and how I want the queue to work that executes all the attacks. I'm also missing a few algorithms (critical hit, hit, evasion), but I can approximate them before I find the real ones.
TLDR: Screenshots/vids in 2-3 months, a demo with a few hours gameplay by Xmas (or January, having just zerged it over the Xmas break). Also depends, I may have to lay low in terms of releasing content so I don't get 1 upped by Square. My current intention is to release the game in 3 parts with the same gameplay as each disc of the original.
Last Edit: June 01, 2009, 05:34:02 pm by Vanit
"the way you speak about rm2k3, like "modules, arrays, pointers" sounds like
you're some badass c++ programmer stuck in the past and only has rm2k3 to
work with" -Gutts