It's been a while...as usual.
I haven't actually gotten a phenomenal amount of work done, but I'm getting back into the groove of things. With the technical side of things out of the way, I've just been left to work on story segments. ...And boy, there's a lot of them.
SEM, by this point, is essentially a glorified visual novel with RPG mechanics to break up the story segments. You'll be seeing a lot of character faces talking against backgrounds with each other about themselves and the world around them, and the plot points. More than the battles and symbol maps I wager.
I worry that the game might bore the contemporary RPG player, but I also realize that the point of a visual novel is to....read. So as it is, it's not entirely possible to keep said contemporary RPG players hooked if they're the impatient types that just want to kill stuff and run along maps. The latter, which simply does not exist in this game anymore.
I know that I'll kill myself if I try to reel in that type of player. So really, all I can do, and care to do by now, is to tell the story in the format I have set up. I've probably mentioned this a lot by now, but the lack of walk-able maps and obstacles, which were cut from the project ultimately, will likely forever haunt me.
I can definitely say that the scope creep snuck up on me with this project. But rather than fight to try and make the next big PS1 inspired hit with all the usual JRPG bells and whistles, it's more logical to make concessions in order to properly handle the current scope. I still don't intend for this game to be something ridiculous like 40+ hours or something. But the story's scale has certainly grown from the original SEB, which was so much simpler in intention and presentation.
...And yet also it was terribly executed. But that's beyond the point.
Enough of that though. I guess I should talk of my progress. It's nothing I really can convey visually I think. There's only so many screenshots you can look at of characters talking on backgrounds before you get the point. That's probably the drawback to it. But I hope I can make up for it with entertaining writing and characters.
That said, I suppose a few of those aforementioned screenshots wouldn't hurt anyway.
Okay, that's it from me. Once I finish up a few more scenes, it's off to make the next symbol map dungeon and the events within.
Till next time.