Atelier Iris does look similar, with the multiple levels. I wish I could do such detailed artwork, though
. My tiles are looking pretty plain, although I've been too busy with the programming to spend much time on art.
I think I was too quick to pass up gurigraphics' suggestion to use Tiled. The first time I looked at it, I didn't notice how well it could work with isometric graphics. Since Tiled lets you shift an entire layer around, I can make the layers look like separate floors, which is just what I needed. I wrote up an XML parsing extension
to load the map, and am now good to go
My next focus is to get Marika to walk around, and also implement the camera to follow her. I'm using an older game of mine, Elemental Castle Adventure
, as a model. While that game was one of my weaker LD entries, I do like the way the camera works. The camera follows the player in hallways, but focuses on the entire room when the player enters one.
So my main goal at this point is to have something close to an actual in-game level. I started work on some preliminary designs for level 1 (Entry Hall). Since I only have enough graphics to test the renderer, it looks empty. I have... 14 tiles total, and 8 of those are the four sections of two staircases
So imagine the halls with statues and flags and stuff. Once I get a rough draft of the region, I'll map out the zones and implement a playable character.
I also made myself a bash (or DOS prompt, for the PC people) prompt-like environment for debugging. It basically lets you browse through the XML resource files. It took a little time to put it together, but it'll make it a lot easier to check that resources are loading in the right order and linked together correctly. It'll also catch log output, just like the old ` escape from older versions of Stencyl.