Indeed I have!
I was planning on sharing a bit more once I had the rooms a bit more fleshed out, but I suppose there's no harm in spilling the beans a bit.
One of the biggest improvements is the depth I added to the walls
gph.is/g/4oR7BrJ
I also made the walls and floor as sprites, so doing things changing theme or even adding animations will be made easy.
Another thing of note is the dynamic shadow system, which was a real head-scratcher for the longest time since it interfered with the wall's depth system.
But thanks to the help from the people on this forums, I made it work!
gph.is/g/4A6Nly7
Though I wouldn't recommend doing something like this unless you use very simple geometry like I do.
If you don't; spot shadows will do just fine.
I wouldn't wish that headache on anyone.
One other thing that Im particularly proud of is the camera tilt.
gph.is/g/Zdd0l81
This one was fairly simple to pull off, here's what holding the walls in place;
On this sprite, I'v placed a multitude of ImagePoints as anchors for the walls including the pillars.
All I had to do was squish the Sprite's height, and Voila!
Of course, this effect only works if the camera is at a 0 degree angle. But for this project, it'll be perfect.
Here's the latest version for those who want to try it out themselves;
drive.google.com/file/d/13EhuRmJvzcCAsb7BOTB0U0o3qB302N9g/view
You can switch between "battle" and "Exploration" mode by pressing "1" or "2",
Battle mode is what activates the tilt.
Right now I'v taken a bit of a break on the generation process and I'm now working on some of the more technical aspects like Inventory and character stats.
Its looking good so far!
gph.is/g/aj1A9ko