Jpeg D.O.A retweetledi

Dev note: A final preview before the soft launch tomorrow.
A few more design flourishes to the game world, some animations, a different quest giver model, and collision detection and we'll be ready to go live
If I have been less communicative here than I should be, I apologize.
If I've also been slower in delivering this, I once again, apologize.
Creating a pixel art game with playable characters isn't trivial. But creating one where you can scale to multiple screens, quests, and characters is certainly time-consuming, if not difficult.
I should know - I've been coding away all weekend :)
With this, however, we have the foundation to rapidly scale to many, many screens, dozens of characters, and tons of cool animations.
I've also contracted an artist to create more screens and tilesets for the game.
When I launched 2077, my first goal was to create a text-to-code product that worked.
But with this more accessible - and fun - interface, I hope we'll be able to reach more people.
Over the next few days post launch, I'll add a ton of features to this "game" and turn it from a simple pixel art "move around the map" sim to a proper game.
This will include:
- "Powerups", such as an AI-powered prompt helper
- Additional characters
- Add-ons, such as an AI image generator
And of course, additional quests.
Every quest will have its own pixel art scene, complete with a new map.
Some maps will also include mock game elements such as shooting through obstacles to reach the quest giver.
You all have been magnanimously patient with me and 2077. I only hope you're patient enough for the complete v1.01.
English

























