Project Progress Update
Unfortunately, my free time over the past month was quite limited and I wasn't able to complete everything I wanted for the next build. I'll be aiming to release the entire chapter 1 demo at the start of November.
While I haven't completed the build I have made decent progress on a lot of fronts, and have gotten around to adding a lot of features I mentioned / promised.
Like usual excuse the choppiness in the gifs in game a lot of this behaves significantly better.
Discord Channels
Thanks to Chaoswizard98 and
@Erikin84 for creating channels within their discords for this project.
Shining Force Fanworks - now has category project channels with a shining force remade channel
Shining Force Modding - has a shining-force-remake channel
If anyone has things they'd like to discuss or see added to the project either of those channels are good places to post in.
Hot swapping graphics
Swapping between Original graphics and
@Ivan_Cal's graphic remake is now possible while the game is running. I also recently found out
@Erikin84 graphic upgrade mod has some differences from
@Ivan_Cal's rework so I'll add that as a third option. Note - I'll add sprite changes as well when I finish cutting up the resource files. (Original as Default)
Filters (Shaders) - Default off
In addition to the swapping of graphics, I've added support for many different kinds of filters you'd generally find on emulators (ex. retroarch).
CRT Filter
This filter is very customizable, with many different profiles available.
For anyone that wants to make their own profile you can open up the godot project and mess with the shader params for different effects no coding experience needed.
Medium effect
Very aggressive effect
HQ4x
Note: Willing to add other filters just shoot me a message with the ones you'd like to see.
SF2 and Resurrection of The Dark Dragon Enhancements
View force members (and their stats) from the overworld (a la SF2)., is now supported.
WIP - (RoTDD) Pre battle menu, cards, item box, and battle victory conditions (these will be togglable, if you'd prefer a more genesis like experience you can do so).
Controllable Enemies - Default off
Note - Still using the old battle 1 map the new tiled version is done I just haven't gotten around to putting it in.
Tiled maps
All the maps for chapter 1 have been built out (available on the sf-maps repo). I've built them on top of the rips done by XYZBILLIU, so they should all be 100% accurate down to the last tile.
Also for the smaller maps I've added extra map space so it works with the more zoomed out views.
Ex. Alterone
Ex. Battle 1 map original and additional map space
Mobile Support
I'm putting this on pause, since I expect when I release the demo there's going to be lots of minor bugs and just minor things I missed. So I'll probably do a polishing / fix pass afterwards and then add mobile builds. I'll also probably drop the demo from the project title since at that point mostly everything should be built out and stable. This is also when I'll start documenting and create repo articles on how to use and extend the framework for your own mods and needs.
Misc
Minor things that are expected that probably don't need gifs or pictures.
* Moving under a roof hides the roof layer for that building, and leaving shows it again.
* Npcs wander around (also I've setup the walk areas to never block your path).
* Transitioning to different locations
* Overworld (non battle) menus
* Talking to npcs
* Chests (WIP - animation)
Help wanted
Also if anyone wants to help this project move along faster, here's some things you can do (none code related).
* Copy over the npc dialogue (JSON scripts)
* Help build out tiled maps for the other chapters
* Cut up resource files from the various graphic upgrades
If anyone wants to help you can reach me here on Sfmods or one of the various Shining Force Discords. Where I can then help you get setup.