Background mocked up, rough design planned
Okie dokie, drew a rough font, drew a background. The background will repeat across the screen with some scrolling parallax. Next will be to draw a 16x16 character that walks on the background left-to-right, and do the actual game.

The rough draft of the game flow is figured out on paper, going to try for a fairly small-scope RPG. It'll run a sorta state-driven system to flow from one interaction to the next, player + one enemy / shop / etc at a time.
It'll be a Game Boy homebrew. The systems to flow between states are more or less blocked out, and I have code to make loading graphics possible. There's also tools here to make creating the graphics a bit easier:
http://make.vg/brewtool/
In the interest of limited scope, the game will take place on a repeating background, and have two main sprites, the player, and the current point of interest. Maybe the background could change as you progress, I dunno yet.
The player progress linearly between different points of interest, such as enemies, shops, treasures, etc. At each each new point of interest, there will be either an automatic effect, or choices that the player can make.
Main Loop:
- Linear
- Travel between towns
- Fight monsters between towns
- When enough adventuring has been done, fight a boss, and advance to a harder area
- Monster encounters, towns, events are random
- Death sends you back to the start (or last save if there's time for that)
Points of interest:
- Enemies: fight or run. fighting enemies has the risk of death. gives experience + items. level up to gain more max HP (also heals you to full), and increase your current stats.
- Chests: collect a free treasure
- Shops: buy items using current HP or max HP (depends on item), sell items to recover HP.
- NPCs: some random event with different side-effects (heal, give item, etc), or story-relevant text as you continue your progression.
- Bosses: hard enemies encountered after a certain amount of time exploring (maybe have the option to fight the boss when you're ready).
Items:
- Limited inventory. Maybe 8 or 16 slots? Functions as your equipment and your items.
- Consumable: has an instant effect on use. (healing, magic, etc). use up to N times (or maybe just once not sure yet)
- Weapon: does an attack on use, the attack stat is added to your base attack when attacking. infinite use.
- Accessory: boosts stats while in your inventory. passive, no use.
- Junk: sell to recover HP. no use.
Stats:
- Level
- Experience
- Max Experience
- HP
- Max HP
- Attack
- Defense
- Accuracy
- Evasion
- Magic Attack
- Magic Defense
- Elemental Strength (Fire/Ice/Wind/Earth) - 1/2 damage received for this attack (maybe)
- Elemental Weakness (Fire/Ice/Wind/Earth) - 2x damage received for this attack (maybe)
This is very rough. Let's see if I can make it!