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.
Thursday, November 1, 2018
Q4 update
Dev progress is largely stalled for Q4, while I work on another hobby interest. It will resume in Q1 2019!
Tuesday, August 28, 2018
August dev update
August ends with a growing sense of anticipation as the character class list nears an end...
Features
- Sohei class abilities: Die Hard, Sohei Resistance
- Troubadour abilities: Spell Sniping, Spell Stealing
Other
- Added projectile spells that require a hit roll
Features
- Sohei class abilities: Die Hard, Sohei Resistance
- Troubadour abilities: Spell Sniping, Spell Stealing
Other
- Added projectile spells that require a hit roll
Thursday, July 26, 2018
July, July
Work is ticking over, here's the latest.
Features
- Added character race art for character creation: Mirka, Naga
- Shaman class abilities: Deadly Throw, Battle Master
- Shugenja class abilities: Arrow Catching, Displacer
- Skald class abilities: Inspiring Blow, Recorder of Great Deeds
Other
- Refactored inventory management up the hierarchy to UnifiedActor
Automated regression tests haven't happened yet.
Features
- Added character race art for character creation: Mirka, Naga
- Shaman class abilities: Deadly Throw, Battle Master
- Shugenja class abilities: Arrow Catching, Displacer
- Skald class abilities: Inspiring Blow, Recorder of Great Deeds
Other
- Refactored inventory management up the hierarchy to UnifiedActor
Automated regression tests haven't happened yet.
Monday, June 11, 2018
June Dev Update
Dev has chugged along. Might do some art in between, also been thinking about automated regression testing options. Don't bet on the latter.
Features
- Paladin class abilities: Protect, Combat Command, Shield Block, Consecration
- Priest class abilities: Empowered Healing, Sanctify, Patience, Shed Blights,
Pray For Miracle, Martyr
- Ranger class abilities: Select Favoured Enemy, Guard Duty
- Samurai class abilties: Sword Master
Other
- Refactoring action point regen to be consistent with other resources
- Resting sleep condition always identified and not an affliction
- Added missing game time turn increment during combat
- Added "as per spell effect" target type for spell effects
- Redesigned the PC widget, so as to fit in a "stance" combo box
- Implemented stances in combat: Snakespeed, Act early, Act late, Patience
Features
- Paladin class abilities: Protect, Combat Command, Shield Block, Consecration
- Priest class abilities: Empowered Healing, Sanctify, Patience, Shed Blights,
Pray For Miracle, Martyr
- Ranger class abilities: Select Favoured Enemy, Guard Duty
- Samurai class abilties: Sword Master
Other
- Refactoring action point regen to be consistent with other resources
- Resting sleep condition always identified and not an affliction
- Added missing game time turn increment during combat
- Added "as per spell effect" target type for spell effects
- Redesigned the PC widget, so as to fit in a "stance" combo box
- Implemented stances in combat: Snakespeed, Act early, Act late, Patience
New PC widget, out of combat... |
... and in combat |
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