May 17th, 2019
So, what next...
I'm converting the server code to work with the new version and
adding some new content that was left out in the first beta. When
those are done in approximately 4 weeks, the second beta will start
and the Epixx.org server will be wiped clean.
So, around June 15, all existing accounts and characters will go poof.
After that you can create a new Epixx.org account, create a character
and type in a command that merges your Steam achievements with the new
When 2.0 is finally ready, I'll replace the current demo version with
the current full version. I'll also add a branch in Steam that allows
the old version to be run from there just like the beta is run now.
Oh, I almost forgot, in the past players have found their way into
in-game characters through completing something in the game first but
during this beta it requires finding a game breaking bug and describing
the exact steps how to reproduce it. So far, two new bosses have been
named and their unique abilities decided.
May 10th, 2019
Are we there yet...
Well, perhaps we are.
I'm not exactly certain whether it is visible to all Steam accounts,
but if it is, then here's what you have to do:
1. Restart Steam.
2. Right click Rogue's Tale in your library, select Properties, Betas and opt into "test - Public test branch".
3. Try not to stay up too long.
Thanks to Unity's awesomeness, there's a Linux version available as
well. Unfortunately the PS4 gamepad is disabled in the Linux version
because almost all of the buttons and axes were mapped differently there.
There's two heritages that can't be completed yet because the two
new spells schools are not in it so you can't learn those spells.
They will be added in the second beta with all the other missing stuff.
Heritages have been made easier and most of them can be completed
in casual mode and it is now the default mode when you start the game
for the first time.
If you find any nasty bugs, please report them in the Steam forums
and add some kind of identifier in the title e.g. "[Beta 1]".
If you can't get the test branch to show after a Steam restart, then
it probably won't work until next week (it's past midnight here now
and I'm off to have a weekend without computers).
May 5th, 2019
Just a little teaser...
So, I'm a PC gamer and three days ago I had never plugged a gamepad
of any kind on a PC. Then I did it just to see if it requires some
drivers or whatever and to my surprise all it took was a reboot and
that "Simple HID" was installed. After some oogling, inkscaping and
keyboard massage, something happened and now I have played a few
minutes with a gamepad on a PC.
Anyway, here's a short video
showing how the game works with a PS4 DualShock controller (there's a
few other new things as well). Unfortunately, at least to my understanding,
every controller has its own driver that decides what kind of input they
send out and it means that only PS4 controller is supported on Windows for now.
I also have a few screenshots in different resolutions to give you
an idea how the new version looks on larger screens.
April 30th, 2019
The final battle is now ready and all new items have been implemented.
The first beta will take place sometime in May (offline Windows only)
and it will last until there is a second beta later with Linux and
some of the new content.
There will be a way for players to merge unlocked achievements from
Steam to a new or existing profile after the second beta but the
betas itself will be using new saves.
March 25th, 2019
Time flies by again...
No new videos this time. I've been working on rebalancing the main
quests and it takes some time when you have to play them through a
hundred times but at least it's not possible to one shot Gurmur anymore.
There's been a lot of power creep in the past updates and adding
four new pieces of armour does not help. Therefore bosses need to
become somewhat tougher and in Gurmur's case it meant gaining 33%
more strength and stamina and 220% more resistances.
Gurmur also got a new trick up its sleeve and I have a feeling that
all but the strongest of rogues will be crushed.
Anyway, at the moment I'm working on redoing the final battle and
once it is done, it's time to do some in-house testing before
preparing for the first round of public beta testing (for Windows version on Steam).
February 22nd, 2019
Well, the dungeon editor took
a little longer than I thought but now it can do a whole lot more than
it used to.
In the video you can see a small map being edited but now it's also
possible to create wide, tall and large maps. These new larger maps
made it necessary to come up with a new way to move the map around
while editing because dragging didn't quite do it anymore.
I used to manually edit the quest map files to place specific
creatures and set properties but now almost everything can be done
through the editor with a few right-clicks.
I also used to have some debug and test code that had to be manually
enabled while developing and disabled in the release. That code is now
part of the dungeon editor for everyone to use.
The best part is that now it's possible run the map in the editor
and make sure everything works as planned.
January 25th, 2019
Time flies by...
But all client side Java code has been sharpened and things seem
to move forward pretty nicely. Here's
a short video of two of the new editors that will be included in the game.
The first one can be used to localize almost all text in the
game. The second one can be used to create new dialogues and or
localize existing dialogues. At the moment there's only 4000 lines
to translate plus however many lines there are in the dialogues so
it shouldn't take any time at all (yeah right).
The locale editor still needs a way to show new and modified strings
when a new version comes up and a way to merge existing locale files
but those don't require more than ~100 lines of code to do and dungeon
editor should be on the menu next week.
January 6th, 2019
Happy new year...
Yeah, I'm a bit late to celebrate that but after making particle
effects for a few weeks and going through some 15000+ lines of AI
and game logic code, this is
where the game is at the moment.
There are still a lot of bugs and some old code to go through in
order to get the game to behave like it does on the live version
(I can spot about a dozen bugs in the video alone).
Anyway, once those are done, there are also some editors, server
changes, Steam integration and finally the new content to do.