The development of Rêve Absolu is progressing fast. Even faster than I imagined.
Even though I only had a very primitive danmaku screen yesterday, I spent several hours today in order to make progress on the battle system.
It is now incredibly easy to smoothly transition between the overworld and the battle system (It really helps making it look like an actual video game and not a “Walking simulator”).
The majority of the battle menu’s options are still useless. Only the “Attack” and “Flee” options work right now.
Attack starts the danmaku fight. The enemy shoots bullets on the player and the player can move around. But the player cannot attack yet. There isn’t even an enemy attack turn either.
The flee button allows to end the fight.
Obviously, in the final game, the player won’t be able to get out of important battles.
All of the game’s graphics are placeholders.
Pokemon and Touhou art are used during the development of core features and will be removed once development will reach the “graphics” stage.
I hope development will keep going smoothly.
