The battle engine I must say is moving along much better than I expected. Adding features is far more trivial than I had originally thought. It shows that a good, solid set of base code is definitely worth the effort.
The GDS has build 3 at the time of this writing. That has some nice features such as the Cure spell for the good team and better AI for the bad.
In build 4, expect you character face on the Battle Information Bar as well as some other nice features and more spells!
Build 5 will host items. Finally, a cure for that dreaded poison [smile]. Possibly, I may also start to introduce an actual game architecture. This will include menus and a real purpose to the battling. Feel free to lend a hand for an o-so-great story line to a game like this.
Other news is that I have decided to have the game run on all home brew consoles. This may sound like an arduous task, I am agree with you. So I am going to start with porting to one console at a time. The first being, as I am sure you have guessed, the GBA.
Googling has resulted in a nice dev kit I will use. This is called the 'HAM' Dev Kit. It is hosted here. It seems nice to work with, and depending on how the port goes, I may purchase the licence.
Getting art and audio help for this project is going a bit rocky. But that I expected. I am seriously impressed though at the number of audio guys on the Help Wanted forum. So I cannot say that I will be short in that area. Art though is a bit of a problem. Do any of you know of any good sites where I may be able to pick up an artist that will be willing to help? If so, thanks!
Personally, I just got myself a nice purty Sony Ericsson W800i. It's very nice. Radio, MP3, blue tooth. It's miles better than the K500i which I had previously. But on that note, it be bed time.