To all who left congratulations, who voted for me, and even those who didn't vote for me (everyone needs competition - that was one tight contest!) ; I want to extend a hearty THANK YOU from the bottom of my heart :) Your continued comments - the praise and the constructive criticism alike - and your general support are what keep me going on
Super Rising Thunder. When I first started this project, I could never have imagined it would grow so large; and never even
dreamed it could get HotM without a beta!
I'm almost finished with the new dungeon - mapping one small area is all that's left on the agenda - and from there I can then move on to the next dungeon; which will put me right about where I was in terms of the game's progress before I scrapped the original concept (Things moved along a lot faster back then, didn't they? XD ). I don't have much to show for now, but here's what I've got:
Holey moley, it's a mole hole!
We've seen this screenshot before. So why post it again? Well...
*hums the Zelda puzzle-solved jingle*
I've since finished up all the scripting, so that this puzzle is actually solvable now. :) This particular one requires four distinct steps.
colcolstyles has also kindly provided more ASM, this one for a damage-dealing routine.
This trap doesn't have a tile yet - it was put here only for beta-testing purposes, since I don't want to use a trap this brutal in an early dungeon ^^' It can also be set to deliver varying amounts of damage; though, like the PP trap seen earlier; it always targets the Team Leader.
That may be all for now, but stuff to look forward to in the next updates are red and gold trees (a nice break from all the green =D ), your first temporary Team Member, and wild tales of slaves and ruins. :) It all starts to add up to the deeper mystery of what this world had once been like; and what it ultimately means to you in the near future...