This week, the visual elements of the game were polished to a workable state. They are, of course, still placeholder elements; the final game will not look like this. However, for the purposes of the demo, they are acceptable in that they are representative enough of what is being conveyed. In the end, as per the advice of several close friends, I imported some stock sprites from RPGMaker VX Ace (ironically, the software I first began this project in all these years ago) to fill in some gaps in the overworld aesthetic. It has come to my attention that, no matter how well the game plays, no one will give it a passing glance if it doesn’t look presentable. Thus, I’ve chosen to take this path for now and introduce personalized graphics in the future when I can truly refine them.
In addition, more detailed win and loss screens were introduced, as well as a bit of extra code to reset variables when reaching the main menu. This has no effect on gameplay but is instead me being pragmatic; this way, I do not have to reset the game each time someone plays it.



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