This post is thanks to KermMartian, who was visiting Geekboy1011 over the weekend to work on a few projects and caught onto the fact that I was working on this project. So he said "You should go post about it" and here we are.
Internally, I'm calling this "Pyscheron" because it's Escheron: Twilight over Ragnoth coded in Python. The original project got pretty far until I cutscene coding needed to be done, and I found the compile times for simple testing became increasingly unacceptable. So a rewrite hell happened and I lost a bit of steam at around the time I was re-implementing the battle engine. Then the project sat for a while. Some time after that, Geekboy1011 jokingly asked "Escheron when?" and I turned that thought over in my head. I then pitched the idea of reworking it in C for the CE, but he vetoed that idea and told me that doing it in Python would be better.
Why not? Most of the data import code was already written in my failed attempt to write a cutscene editor. Surely with a few tweaks, I could make it work.
Heh.
Weeks later, but not many...
Current progress
* Initial code import, Python magic, and the wonders of Google/StackOverflow-basedpixie dust code assistance
* Data import for character sprites, tile set, map data, and game font
* Data import for some of the many text strings that appear in the game
* Data import for Ragnoth Village and one point on the overworld's loading zones. For testing.
* Main event loop
** Tile map render, movement, and transitions
** Main menu with partially complete item/magic/equip, completed status
TODO:
* Need to finish up all actions possible from the main menu, including saving.
* Adding back in all loading zones and other events described in the game's numerous hotspots files
* NPC interactions, mostly text
* Data entry for encounter zones
* Battle system
* Title screen
* Cutscenes and other events where control may be (partially) taken away from the player
* Did I forget anything? Maybe. Probably. Most likely. Oh who am I kidding? I probably forgot everything.
A couple of screenshots showing the game running in map mode
A couple of screenshots showing progress with the menus.
Internally, I'm calling this "Pyscheron" because it's Escheron: Twilight over Ragnoth coded in Python. The original project got pretty far until I cutscene coding needed to be done, and I found the compile times for simple testing became increasingly unacceptable. So a rewrite hell happened and I lost a bit of steam at around the time I was re-implementing the battle engine. Then the project sat for a while. Some time after that, Geekboy1011 jokingly asked "Escheron when?" and I turned that thought over in my head. I then pitched the idea of reworking it in C for the CE, but he vetoed that idea and told me that doing it in Python would be better.
Why not? Most of the data import code was already written in my failed attempt to write a cutscene editor. Surely with a few tweaks, I could make it work.
Heh.
Weeks later, but not many...
Current progress
* Initial code import, Python magic, and the wonders of Google/StackOverflow-based
* Data import for character sprites, tile set, map data, and game font
* Data import for some of the many text strings that appear in the game
* Data import for Ragnoth Village and one point on the overworld's loading zones. For testing.
* Main event loop
** Tile map render, movement, and transitions
** Main menu with partially complete item/magic/equip, completed status
TODO:
* Need to finish up all actions possible from the main menu, including saving.
* Adding back in all loading zones and other events described in the game's numerous hotspots files
* NPC interactions, mostly text
* Data entry for encounter zones
* Battle system
* Title screen
* Cutscenes and other events where control may be (partially) taken away from the player
* Did I forget anything? Maybe. Probably. Most likely. Oh who am I kidding? I probably forgot everything.
A couple of screenshots showing the game running in map mode
A couple of screenshots showing progress with the menus.