Halley is a SNES era influenced RPG, heavily inspired by FF3/6, being developed by Metrognome Games.
The Story So FarA mysterious comet brushes Earth's atmosphere during a slumber party, The group of gamers involved find themselves trapped in alternate dimensions that resemble their favorite games. Using their imaginations, they travel through these worlds in order to find their friends, family, and get back home. Along the way, they come across clues that suggest this warping of realities is no accident and realize that before they can go home, they must use their imaginations to become the heroes of the games they love. They set out to save not only their world, but the alternate realities they've grown to love.
The Game So FarThe development has come a pretty long way in the past few months, starting from a messy codebase from a previous SRPG project. There's support for menus, world maps, towns, NPCs, battles and many things revolving around those main pieces. The goal for the programming side, all being done by me, is to make sure at least something gets done every day, so there's always new things being completed, whether they be huge pieces like the battle system or small things like dialogue triggers. The more immediate goal is to get towns complete to the point where the player can go into and out of buildings, then I'll be getting back to adding more features to battles.
The game is being horribly written in C++ using SFML, RapidXML and soon to be using SQLite for the items, characters, dialogue, etc..., everything but the maps, basically.
Here's a clip of some simple menu stuff that's working pretty smoothly.
Almost all the art is either ripped from FF3/6 or Shining Force or obtained from opengameart.com except for the one sprite that I'm using, which is from an old, abandoned project.
I'm definitely looking for some good feedback, whether creative or technological. I usually post daily updates on my FB page, some more technical than others. I think I'll probably roll those up into a weekly update for TIGSource and make sure I post on those screenshot Saturdays. Looking forward to getting this devlog rolling!