Also, making compatible the maps and spritesheets looks cool.
maps:My map models are made with blender. You can find it here
https://github.com/Kivutar/tethical/tree/master/client/models/maps. For now, textures are 20x20 images applied to each tiles. In a second time, I will try to export a global texture to allow graphists to easyly customize each tile and bake soft shadows like it is the case in FFT.
On server side, the map is like this
https://github.com/Kivutar/tethical/blob/master/server/maps/Test%20City.json. A json file listing tiles. I plan to use slope heights to scale the slope on z instead of using a high number of slope types.
I try to stay as close as possible of FFT but using easy-to-edit formats. It will allow people to export maps from the ISO if they want too.
spritesheetFor now I use something not efficient like this
https://github.com/Kivutar/tethical/blob/master/client/textures/sprites/misty.png because my sprite class does not handle flipping yet. Idealy I would use spritesheets exported by ShiShi.
How do you plan to make your game online and multiplayer ?
What server side program ? sockets ?
For now, I'm using a minimal http based server that I developped using Perl and the Dancer framework. You can take a look at the code here:
https://github.com/Kivutar/tethical/blob/master/server/server.pl. It is easy to read and extensible, but HTTP is clearly a poor choice as my clients will have to flood the server with requests to know what the other player is doing.
Reading the Panda3D doc, I found this:
http://www.panda3d.org/manual/index.php/Networking. I will try this if we cannot agree on sharing a server.
Concerning Smartfox Server, I quickly read their documentation. It looks like the best choice for an ActionScript game. Full featured, well documented, high level, with a tutorial for board games.
The downside for me is that there is no python API for client side. (and I am too lazy to write one). I thought that I could use their BlueBox wich is HTTP based too, but it is just tuneling so I will have to parse the packets in this case too.
There is also the fact that it is very heavy and has a cost...
Looks like sharing a server will be less easy that I thought due to client side technologies we use :/