Secondly my to-do list for this quest has shrunk massively over the past week - it's down to single digits somehow!
The last major feature i'm implementing is an overworld map. I'm sure anyone who's seen any screenshots of this quest since I started taking development seriously is the lack of a map on the passive subscreen. I'm not personally huge on having a Z1-style map on there as it just feels clunky in contrast to the minimalist approach of the rest of the subscreen. I'm also not a big fan of the in-built spacebar map - particularly with the amount of FFCs I'm using. It's 2022, not 2003 - I want it to look like a good quest!
I'd planned on using Moosh's dungeon map screen script for the dungeons early on in development, but I hadn't really thought about what sort of overworld map script I'd be able to use, or set up alongside it.
With very minor editing, floundermaj's map script works fine alongside Moosh's script as a basic overworld map:

I am finding the approach of having to design the map as a whole unit interesting. It's 15x10 pixels per map screen, which works out to 16x7 on a normal tilesheet. In saying this though, I'd rather have a map than have nothing for players to work with at all.
Once the map of the demo's playable area is finished, I don't think there'll be a lot left - mostly stuff like shop item balancing, accessibility of specific items (I don't want anyone buying bomb ammo before they have bombs, it's only fair right?) and a little bit more NPC dialogue work. For anyone who's offered to be a beta tester, expect me to add you into the project with a link to the demo very, very soon.




