v0.914 is out the door, available on SourceForge.
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v0.914 (30 June 2014)
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Features
- Implemented DIYComboBox
- Redesigned player character Widget
- Rearranged zone info, movement options, and combat options
- Redesigned player character action selection in and out of combat
- Implemented the level ability progression code for character classes
- Renamed Yeti race to Mirka
- Renamed Troll race to Neotroll
- Renamed Salamander race to Hynobi
- Renamed Warrior class to Berserker
- Renamed Thief class to Burglar
- Renamed Gypsy class to Kitsune
- Renamed Illusionist class to Enchanter
- Renamed Adept class to Kamunushi
- Implemented StoryBoardEvent and added a new introduction sequence
- Implemented Quick Start with random party generation
As I mentioned previously, in many ways this is one of the roughest releases since v0.9. A lot of features have gone in.
Progress has been stalled this last month, partly due Xenonauts being released. More features will come before stability returns. The second half of 2014 will be a busy one, not the least as our second child is arriving in August. If all goes according to plan I will be releasing another cut of Maze in December, we will have to see how many features get in.
A party-based, first-person, fantasy CRPG with phased combat, class-based character progression, and programmer-art. I called it "old school" until the term got trendy. It started inspired by Wizardry VII and the lack of a free open source alternative. Today we are living in the indie revolution and there are far more influences, but the game still clearly shows its Wizardry lineage. It's playable end to end, but there is a lot more to do before it's done. This blog tracks that work.
Saturday, June 28, 2014
Wednesday, June 4, 2014
Ramping up for a June release
The last feature has gone in (Quick Start - starts the player with a random party) and in keeping with my current six-monthly schedule I'm preparing to cut a release towards the end of the month.
In a sense it's the roughest release since the project began. The level ability progression feature is there but no character classes have data populated yet. Lots of refactoring has happened and there is no doubt lots broken. But despite all this I think this is the biggest step yet towards where I want the game to get to.
Time is a little short, as usual. This time I blame FTL Advanced Edition. But for a change I plan on trying to actually do some proper play testing myself before releasing it into the wild. This was the motivation for the Quick Start feature; it should make repeated testing parties much more fun to create.
In a sense it's the roughest release since the project began. The level ability progression feature is there but no character classes have data populated yet. Lots of refactoring has happened and there is no doubt lots broken. But despite all this I think this is the biggest step yet towards where I want the game to get to.
Time is a little short, as usual. This time I blame FTL Advanced Edition. But for a change I plan on trying to actually do some proper play testing myself before releasing it into the wild. This was the motivation for the Quick Start feature; it should make repeated testing parties much more fun to create.
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