For large enemy sprites.
Constrained 4:3 screen width is 256px.
256/8 = 32
Small = 32
Medium = 64
Large = 128
Mega = 256
Then can have battles with a mix of sizes. Up to 6 small mobs, one large and two medium, 1 large 4 small …
Can still vary power level on sizes based on height. Assume a small that is also short (like the blue mob thing in previous concept) is very weak.
When there are multiple of the same enemy when you go to attack it will only give you an option to attack the left most one for more simple combat. Some games do this, such as DQ3 on GBC
I could give some of the mobs simple animations, but I don’t want to use Spine to do it, so it would have to be hand made sprite frames + some hand coded movement. DQ3 has these and it’s really nice. Playing it and other games again to take notes. Many of the details are really good and make it a polished game.
One detail of the things that happen in some RPGs is your party members follow you around. Going to test that out in this game.
Some more work on this but still just testing ideas slowly
In NES games, they often had black screens due to texture limitations with large set pieces or mobs, but it had a side effect of making some things feel more epic.