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It turns out that a purely tile-based approach for the background tiles simply wasn't workable, even at a large scale like 64px square, so we're having to implement something more dynamic and flexible on top of the existing tile-grid in order to make this work. That means that there's been a number of new programming elements needed, and a lot of early art assets having to be redone. The other side effect is that this will actually let us have an even better "serious painterly" look, while also keeping the framerate even higher.
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Anyway, our new target is "sometime this week" for that first screenshot. But that's still subject to change, as usual -- I want to have even our first screenshot be one that really blows people away and gets everyone even more excited. We're getting close to that, but there are still a lot of balls in the air, so to speak.
More soon! And yes, the images in this post are actually direct in-game images, so you can at least see a bit of what we're working on.
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