I'm putting the finishing touches on a demo of this project for NaGaDeMo. As I mentioned in a "what are you thinking" thread, I'm learning there is a big difference between something that is just "playable" and something that can actually be called a game! I have a bad habit of falling into the trap of getting to a test-playable stage and then hanging out there, just playing the damn thing and adding tweaks and features as they occur to me. This time, I'm trying to stick to my written plans and reign in my GDADD (Game Development Attention Defecit Disorder).
I was hamstrung for the longest time by a strange glitch that erased my object and actor layers whenever I had to use more than one text box in a row. It appears that I have the matter fixed.
Since I've been working on this project for a while, I actually have two different modes of handling things like doors and non-fixed objects in place. Eventually, I'd like to move to a uniform system, but right now the different approaches work better for different uses.
The planned demo content will take the player through the first area of the game and will feature at least 7 or 8 enemy types, one end-of-demo boss, and an optional encounter with a higher level enemy just for fun.