Honestly, this seems a bit too realistic. We could probably do all of this in a month if we really rushed the graphics like you're saying AND the effects gave us trouble.
Sure, it's good to have a base for our game, but honestly, we're pretty much doing that. We're going in the exact direction you're telling us to go in. As for effects, considering the focus isn't actually on effects, I don't think it's worth the time to code ripoffs for practice. Teleporting, and even animated doors takes...literally a second to code in if you have the two areas and the animation. All of the areas you've pushed are very easy to put in. Collision detection is literally BUILT INTO RPG Maker 2k3. The only thing I'm really not sure about are NPCs, but only because I'm not that familiar with RPG Maker.
Open, endlessly looping areas and mazes with enemies are very cheap and frustrating, and are really only put into fangames because they were in YN, and there's some weird NEED to be similar to YN. You can make it a spiritual successor without making areas that are honestly ripoffs.
>>1258
As a worker for this project p much dedicated to graphics, I...kind of knew this already. But honestly, we would only need to go to that extent for if we were REALLY rushing. We don't need to revert completely to a sketch for our areas, and that could get visually confusing besides. At the most, we could do basic spriting work to test it before going all-out.
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