So I just gotta know, between when you announced that work would resume and the update, how much of the content intended for the update was made before the hiatus and how much after. Because unless the upfront coding of things like combat, terrain assets, etc, represented a disproportionate amount of dev time to where level and sprite design would be a much smoother slope. a pace of an entire section per month is kind of ridiculous for one guy with a day job so I was wondering how "ground up" this update was and if it represented an update schedule. It's no skin off my back when I mean it'll be out when it's out but I like pestering devs on the backend stuff I'm like the orc who was arguing with Saruman about production output.
I think I had most of Marcy's route written up and mapped out, as well as the assets for the Bandit and all of the mountain enemies. Also had the Recall and "Death summon" mechanics just about set up. The sprites and art assets for the Summoners was also done before I took a break.
Pretty much everything else was made after I picked it pack up in early January, though. Maps/enemies/bosses for Vepar and Gremory, a few cutscenes, and the Merc system weren't finished until like the 28th or so.
That first Game Jam with BFS9 taught me how to cram! But I usually wind up missing out on the play testing side when I do, so it's double-edged.
Rpg Maker streamlines the process quite a bit, I don't know for sure how it compares to most other engines but I'm inclined to think it makes things a bit quicker and easier if you stay within the scope of its capabilities. One of the reasons development on Impious has been a bit difficult is because the base engine isn't designed to do things the way I want to do them, which means I need to find, purchase, and learn how to use specific plug ins to make things work. For example, only enemies can have static-image side-view battlers in the basic engine; player characters have to use specific sprite sheets, which would make it a lot more difficult to maintain a consistent aesthetic.
bad time to keep throwing spitballs at you but I had this idea that a certain level in each campaign would have a hidden/out of the way side path that would blackscreen you to the shack of one of the other 2 NPCs that you didnt make a deal with per not playing that character. You'd find em with the door blown in and they'd be on deaths door and you could either sacrifice (or eat) them for a small permanent stat boost, or just listen to their last words in piece. Sumn like "I'll be damned, you do answer prayers, just your luck that someone beat you to the punch... blehhhh..."
Personally I'll be posted up like this turning Hek into goblingooly for +2 health on my 97 hp 3 ton shithouse
