
One of the greatest obstacles as a solo dev and pixel artist is the amount of assets a project needs and how long it takes to make them. I only dedicate about 16-20 hours a week towards Defantasy and other projects I have and the bulk of that time is spent on art! LOL Even my smaller projects seem to be gated by asset creation! If you plan on making your own game, definitely appreciate the artist and or yourself as much as possible on making it all work.
Anywho, I'll have a few previews of some new zones and monsters for yall in the next couple of weeksmonths, lot of the zones that you saw in the tech preview were placeholders so it takes a bit of time to put those maps together.
Next is the palette system, I updated the palette shader system so it takes 4 color palette pngs from LOSPEC and reads a folder with those files in it to build a list. The preloaded palettes that I will include in the game(when it gets released eventually) will have credits to the palette creators but any additional ones that you end up adding will just show up as "custom added" here is a gif showing the shiny new system off:

Lastly, systems. The main focus of an RPG are its systems as well as their stories. Making sure combat is engaging is important and will be taking a lot of notes from two combat systems specifically for this first Defantasy, Dragon Warrior and Final Fantasy II. Dragon Warrior for the simplicity and focuses on strategic use of spells to survive, making the early game dangerous, slow, and personal and Final Fantasy II for the self-teaching growth system(one of my favorite systems) where stats and skills level up through repeated use. More to come with that in the future of course.
And that's about all I got in my brain for now. I'll try to do this every Tuesday(since this is my scheduled Dev days) or Thursday(my other scheduled Dev day) from now on and bring up anything fancy from Dee from the story side of things.