I just said that the project was in hiatus in the sidebar, but I wanted to take some time out to write a comprehensive answer.
I'm currently searching for a job irl, and though I believe I may have come to an end on that, I can't rest until I'm actually working. Last month in June, I also spent a ton of time I really didn't have to make a game for a contest. It was an offshoot of SEM known as Sacred Earth: Promise.
You can check it out here:
Sacred Earth: Promise
Download it and give it a shot if you feel up to it. It's basically a porting of SEM's concept into RMVX Ace. And while it was an interesting experiment, I don't think I want to continue SEM there.
However, I did do something in that version that I do want to port back to the original. Namely the way trap and bonus tiles are handled. In SEM these are handled on a case by case basis, and it becomes very tedious to work with. In SEP these tiles are more organized and run through a single code, determining what reward or trap the player will run into by randomization.
It lessened the workload for sure, and I definitely want to port this logic back into SEM. It would make Symbol Maps less of a hassle to work on by a good margin.
The other change I think I want to implement would be the multiple portrait conversation setup. In SEM, all events only show one portrait on screen that shuffles in and out. It's kind of dull, so while I do think that setup has merits. Especially in sprite based event scenes, I will try and implement the multiple version in BG based event scenes.
Going forward with these changes, SEM should be hitting it's stride again. Truthfully, I'm not even halfway in game progress yet. Working on Day 5, the story progress has only just started to pick up. I mentioned scope creep in my last entry, I need to stay conscious of that and just do the work I can do.