So I wasn’t going to post an update because I thought I didn’t have much new content, but I realized that it’s been a while since I posted. For some reason I thought I had posted another update since then. I am forgetful! Skie threatened to slay me if I didn’t post here.
I have finished mapping Coral Beach, added enemies to that map, and set all the cutscenes up until after you leave that beach. I’ve also removed Auto-battle and the Row command by patches. That is helpful, I don’t want people using them.
I have 2 systems set up for the maps too. An enemy that gets close by will flash yellow and start to follow you. If you are very close to the enemy, they flash red and will chase you. You can still outrun them if you don’t want to fight but it’s not as easy as it is for yellow. If they are not an enemy, they will not flash.

Here you can see it in action. The lizard is close, the mushroom is sort of close. Also shown is the Encounter gauge. When this is filled, you can get a treasure from a special treasure chest. You fill the encounter gauge by fighting enemies. It will typically be about 50-70% of the total enemy groups in the map.
I made some NPCs, and will be getting some more. I might ask some of my friends to see if they want to help out with NPCs. I do have to sprite a bunch but I may just leave a bunch for later. We’ll see.
I decided to make the weapon and armor shop dealers their own NPCs instead of the generic employee sprites. They’ll even talk to you and inform you when the shops are upgraded.
I just have a scene to write and then I’m off to the 3rd dungeon. Oh yeah, that’s why I needed those NPC sprites. It’s in a big shop so you have to fight off angry customers.
I also made an animated title screen. I need to replace the BG, but basically the water moves horizontally, seagulls fly in the sky, and I like it much more than the original one I had.
Here, have a Sabrina by Emperpep to finish.
