Look, I'll be honest: the previous iteration of DELTAZERO was HOT GARBAGE programming-wise, so I started over.
The good news is that I'm kinda good at this coding thing now so it's not taking too long to get feature parity to the previous version
Also, I've upgraded my Godot version to 4.4, which means no more looking through the proverbial store windows (Godot changelogs,) slobbering over some shiny new feature, before reluctantly trudging back, "sad ant with a bindle"-style to my jerry-rigged explosive of an RPG.
Guys, it's so freeing to be able to work on the shop system without having to worry about breaking the (supposedly completely unrelated) dialogue system...
Also, about the video: you can check, but also (try) to equip and eat everything. This means more work and more dialogue to write for basically no profit (trying to equip food or eat weapons just has funny text...it doesn't actually do anything...)
Also, the art is much more NES-y. I'm not aiming for total system limitations compatibility (4 palettes per screen is awful,) but it should at least feel like a real NES game (except, of course, for the times where it really won't.) I have noticed that this also looks much cuter compared to the previous art, which is a plus in my book.
I'll try to wrap up the intro--up until da bunker--and then release a build...
It'll really happen this time guys trust.
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