Just applied a new ground sprite that looks a lot smoother. My next plans are to start integrating simple tracking enemy AI and detection. You’ll be seeing more updates on that at a later date.
Afterwards, I plan on making the mini-inventory system, finish the combat system, dialogue box system with choices, as well as more decorative objects and props. I’ll post more of the art side of things here and keep you all informed on the gameplay and functions side through written form.
The key difference between the previous form of Sol to this one is that there will be much less cutscenes. I want the player to be more immersed - as much as a 2D game can allow - and cutscenes seem to break that sort of immersion I’m looking for. There will be in-game cutscenes, with an occasional still pixel art image only when it suits well.
You guys may be wondering when the release date will be. My guess will be 2023 for complete development. It’s an ambitious project for me, and with having to also juggle life with it, it will take time.
I plan to release a demo after an open-beta build, to receive feedback wherever needed. This would require most of the systems finished, however, so don’t expect it this year.
I have a feeling that a demo would be opened late this year, if not then next year. He said that we shouldn’t expect it to come out this year because there are some systems that must be finished.
Project Progus was just the codename I put for what is now the new iteration of Sol. As for a approximate release window for the demo, hopefully sometime in mid to late 2022.