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Ambition and More on the Remake

Yo yo yo, you know the deal. Matthew here dropping some mad updates on this game, yet again!

I'm only really putting these here as not many people are gonna check up on the blog, so this should be showing up on the main page for everyone to see!

As you all know, the Chapter 1 demo is out and being constantly updated (do be sure to download from here, and not GameJolt as this version is updated live). In the near future you should expect to see the addition of Chapter 1.5 and maybe even Chapter 2? Of course, though. I don't want to spend too long on it, as I should go into more depth about the future of the game.

As you all can surely tell by playing it, Konazi Island is not a traditional RPG. It has many... unique elements in the overworld and a bit more going on than one of these usually has. This is all because Konazi Island is an ambitious first project, we both have a lot planned for it and we plan to deliver, even if it does kinda take us a while. And a while it certainly took. This project begun all the way back in July of 2016, and in that time it has made rapid, slow, rapid, slow progress. Why is this? To be perfectly honest, the project is a bit too ambitious for our own good, and we're pushing RPG Maker 2003 to its limits here (hence why the game is like 300 MB). To be honest, it's getting pretty friggin' tiring, it has for most of its development time honestly.
A lot of it boils down to one thing: 2003 lacks any form of script support outside of dynRPG (which I'm not using, as I value animated pictures and the other options newer versions of 2003 allow over script support) and not much room for the more complicated questions. Honestly, it's taken quite a toll.

Due to all of this, we've decided to remake the whole game up to this point in RPG Maker VX Ace.

This is the updated title screen graphic of the game, and more updated sprites can be seen in the Discord server.

Honestly, we're just remaking it at this point so that our stupid ambition doesn't cause us to release the game 8 years from now (it would honestly be faster to remake the entirety of Act 1 than to continue from where we are now).
Worst part is, even with what we've managed to pull off in 2003, it can still
end up feeling choppy and not translate perfectly to the grid-based movement required.

At this point, all we care about is making the best game possible. The "wow" factor of being able to pull off cool things without the use of scripts isn't worth a potentially shoddy product.