December 31st, 2012
All things must come to an end...
And I've decided that as the year comes to an end the beta might
just end with it. Unfortunately it means that all your highscores,
heritages and heroes have been wiped in the transition. There's now
a full version of the game available on the download page that does
not have an expiration date like the betas had. If you want to see
what a nerd can do in 12 days, you can find the latest change log
here.
Owners of registered accounts can now reach level 20. Once a player
with a registered account logs on the Epixx.org server a license file
is made in the client's directory that enables levels above 10. There
are no DRM or s*it like that to prevent the file from being copied to
any other player so there is only one rule: whoever sends me a license
file on email can claim the account it is linked to as his own. New
versions of the game may require that registered users log in once
on the Epixx.org server to get an updated license file and if the
account has been claimed by someone else, you're out of luck.
Since there is no easy way for me to set up shop anytime soon, anyone
who already has or will become a King or Queen while playing on the
Epixx.org server can send me an email that mentions their account name
and I'll throw the serial for that account in a reply. Folks who don't
mind making "oh my gawd, I died again" videos on teh tube can also
throw me an email with a link to your channel and the name of your
Epixx.org account. If you sent even one bug report during the beta,
you can also get a serial by letting me know your account name.
The address is nibbe at epixx dot org just in case you have missed it
before.
HOTFIX: It seems my year ends with a 32 day month. A bug was
found that simply allowed shooting without using a turn. This version
corrects that. Sorry for all those who already downloaded the earlier
client.
December 26th, 2012
Heads keep rolling...
I've finished my pagan ritual and just can't eat more food
ever... at least until evening. Anyway, two new Kings have been
crowned in the past few days: Altren-A and Gifin-Gifcom. Although
the second crowning was made by using memory mapping tools, these
two (3rd and 4th) seemed legit by the logs.
As with all the Kings in the beta, I will manually go through the
data to verify they're within the rules of the game and produce
screenshots while I take a peek in-game to see what the equipment,
talents and heritages were at the time. Here's Altren-A's and
Gifin-Gifcom's screenshots just before they picked up the crown:
I can't promise I will do this for all beta Kings but I will add
"Prince Altren" and royal assassin "Gifin-Gif" as unique encounters
in the next beta. If you don't want your name to be used in such a
way, please throw me an email and it won't.
Oh, I almost forgot. Softpedia has poked the beta and has given it clean
bill of health. You can find it
here.
December 21st, 2012
What the... where's the end of the world???
Ahh well, better get back to work then.
I put up a change log for beta 3. It shows already implemented
features and I'll keep updating it until the beta comes out in January.
You can find it here. Other than that,
the next few days might see less updates due to some silly pagan ritual
that involves excessive eating and drinking among other things.
December 19th, 2012
The King is dead, long live King Mercen...
This morning at 01:30:12 GMT our dearly beloved King Primus was
slain by Mercen, excuse me, King Mercen. I cannot say anything for
servers run by other people but as far as I'm aware of, this was
the world first kill.
I took the liberty to browse through the server logs, snatched
Mercen's heritages and character data to verify that the kill was
made in-game and produced the following screenshot of the moment
when he picked up the crown from the corpse of King Primus.
So, Mercen, you can now register your game using the following
serial FY12K9YX or you can drop me an email at nibbe at epixx dot
org (mention your account name so that I know it's you) and should
this game ever go commercial you will receive a free copy.
Oh and sorry about the graphics at the ending, it's just because
my sidekick hasn't yet finished them =)
December 16th, 2012
Open beta part 2...
The next beta version is now available. See the
Change log for more accurate
information.
Lots of bugs were tackled, some new content was introduced and
all heritages can now be unlocked in the beta making it otherwise
a 100% full game except that the level cap is 10 instead of 20.
The in-game tooltips of the heritages have not been changed so
refer to the change log on how to unlock them and please don't
report the tooltips as a bug =)
This beta will run until the end of January 2013.
December 13th, 2012
What happens next...
I'm currently fixing a number of bugs and balance issues that have
been found in the beta (there's around 30 issues I'm aware of
ranging from missing sound effects to null pointer exceptions as
well as the occasional "Evil Cheater" anti-cheat feature that didn't
work quite right).
There's some issues that seem a bit trickier than the rest but
hopefully all of them will be fixed by the end of the month when
the next beta version becomes available.
December 7th, 2012
Some survival tips...
When you start a new character, choose whether you want to cause
damage using strength or agility. After choosing your path, set STR
or AGI to 8 and STA to 8. This is the easiest way to start a new game.
When you gain more ability points, it is easier to place the first
point on the damage ability before placing a point on stamina. This
is because you will hit easier, cause more damage and take less
damage due to enemies dying faster.
If you choose strength as your main ability, there's three talents
that work best as the first talent: crushing blow, heroic charge and
deadly throw. Throwing weapons without deadly throw is difficult
because it uses agility to hit and strength to damage. Deadly throw
changes it so that it will use the better ability for both and you
can easilly kill creatures using nothing more than rocks before they
can touch you.
If you choose agility as your main ability, you can go ranged or
melee but if you go melee you should either equip one or two small
weapons such as daggers (and possibly a shield with a single dagger)
or a single medium sized weapon such as a sword. If you equip a
medium weapon in the main hand and anything in the offhand, the main
hand weapon switches to using strength instead of agility and your
toon won't hit or cause any damage after that.
If you are having trouble with ranged creatures, you can try
to wield a shield as it makes it harder for ranged attacks and
spells to hit you. You can also run away and let the archer or
wizard use up all his arrows or energy and then move in for the
kill.
If you want to try shield bash talent, remember to learn dual
wield as well because the bash is an offhand attack and it receives
penalty modifiers to both hit and damage and will most likely miss
or do no damage otherwise.
If you reach level 10 and find one of the monsters, either evade
it if you hear its presence (and reset the dungeon) or use any and
all possible ways to damage it from range and to keep your distance
to it. This is just a reminder because the game gets much more
difficult when you reach level 10.
December 5th, 2012
Beta gameplay...
I've played the beta through to level 10 a few times and here's
one of the times. I cleared out existing heritages so that I
wouldn't have any advantage on this run. The rogue ended up
being a fighter that knows how to read after I found a wand of
wishing, which is one of the rarest items in the game and requires
literacy to use.
The run went smoothly, albeit the rogue almost kicked the bucket
several times, but in the end he's covered in almost fully
enchanted set of items thus unlocking a new heritage if I happen
to find a few more coins and a ring when the story continues...
The following movies are roughly 7 minutes each:
November 27th, 2012
Are we there yet?
It's 3:04AM here at the moment and yes, after the final 15 hour
push, we're there now. The beta is available for snatching in
here.
The beta is almost the same as the full version of the game with
the exception that it has a character level cap of 10 instead of 20
and timewise it takes about one quarter to reach the final battle.
About one third of the heritages cannot be completed in the beta
but they have been tested out otherwise so it's not a problem.
As for the difficulty level, it's somewhere between insane and
masochistic and for fairness sake it can't be lowered. Just before
uploading the game I checked the final battle one more time to make
sure it works with the lowered level cap, gave the toon pretty much
the best items obtainable and got my ass kicked due to a little bit
of bad luck.
November 12th, 2012
Almost there...
Little more polishing to do before it's ready for beta. One of
those things to do was the splash screen seen below that takes away
the pain of having to wait a couple of seconds for stuff to load.
November 1st, 2012
Beta is closing rapidly...
A lot of progress has taken place and the game is now playable from
start to finish. At the current rate, the game should enter beta in
December.
Here's a few movies of the game play:
October 17th, 2012
Amplify, fade in, fade out, cut, copy, paste...
Two weeks of doing the above operations as well as few others
and the directory listing says that there are 234 files and 4
folders for now. It did take some programming as well as testing
that the sounds actually play at the right time but now I can
say that almost everything the player can do makes some kind
of noise...
Fortunately I didn't have to do only sounds as my copy of X-Com
said 40 hours played on sunday, which was pretty nice considering
that it became available on friday =)
September 30th, 2012
The town screen...
8 days, 90 hours and 1 town screen. This was one of the largest
individual todo-list entries, if not the largest, and now it is
done. Everything can be used with either keyboard, mouse, or
combination of them both. Also shown on the screen below is a
glimpse of the new background image which, while still a work in
progress, shows the mood of the game pretty well, methinks.
September 21st, 2012
Achievements?!? Oh noes, they're heritages...
5 days, 60 hours and 30 heritages. Heritages are almost like
achievements - you have to do something to unlock them and then
they enlarge your e-peen forever - but heritages also benefit the
player character in some way.
September 16th, 2012
Content is slowly evolving...
Couple of months has passed as I've been preparing for leave of
absence from my day job. Now I have free time until April 2013 to
finish this game and get poorer in the process as my savings
turn into fat on my belly.
Anyway, here's a screenshot where the player is trading items
with some merchant that just happened to be in the same dungeon.
As with everything else, it works with either keyboard, mouse or
combination of both. Keyboard users can tab between the views and
mouse users can just drag and drop items back and forth.
July 17th, 2012
New tileset and other stuff...
Last month has been very productive. A new tileset just appeared
out of thin air as well as new talent icons. Interface and AI coding
also leaped forward and monsters can now zap and shoot the player
in addition to hacking and slashing.
June 9th, 2012
In-game tutorial...
What can I say, I hate playing games where the user interface is
usable only after you find how it's supposed to be played by pressing
the "wrong" button only to find out it's the right one. That said, I
plan to have the "annoying user interface dog" to explain all the
possible user interface actions the player can make the first time
such an action becomes relevant.
April 27th, 2012
High definition graphics...
Two weeks of inkscaping and programming and everything is scaled
up for bigger screens. Unofrtunately it was a single entry on my
todo-list with this innocent looking title "- 48 px graphics..."
and there's still a lot to do. I could've just done it with
"gfx.setScale(1.5);" and do something else, but it would've felt
even more like programmer graphics than it does now.
April 5th, 2012
Spell icons...
Few evenings of inkscaping and almost all spell icons have seen
the light. Just have to figure something for bestow and remove
curse and do some tweaking here and there, and then I can get on
to draw a bunch of talent icons.
March 16th, 2012
Time flies by...
Todo-list just keeps getting shorter with around 40 main entries
remaining. It doesn't quite tell the truth though because some of
the entries such as "Sound effects" splits into 23 sub entries
and those sub entries contain anywhere from one to thirty plus
sound effects each. On the other hand some main entries, such as
"Draw a rat", doesn't take more than a 30 minutes or so to complete.
Anyway, this isn't exactly a 7DRL but I hope it's gonna be finished
before it ends up being a 7YRL =)
January 15th, 2012
Monsters and stuff...
Lots and lots of new things have entered the game and for the
first time ever, my todo-list has less than 100 entries remaining.
Some of the new things added just in the past week include a mouse
interface, action bar with hotkeys that can be changed on the fly,
and a couple of new monsters that mysteriously appeared out of a
friend's pen tablet.
There's still a lot work remaining but the following picture
gives a pretty good glimpse where the game is at the moment:
January 3rd, 2012
Happy new year!
There's nothing quite as pleasing as having a full week of free
time and having it ruined by power outages due to some lame storms
(and cheap power grids). Anyway, it's a new year now and I didn't
get an eye or two blasted out in the process by some stray rocket,
so that's a big plus.
I did, however, manage to play around with my new keyboard thingy
that fell out of Santa's sleigh and makes some strange sounds while
those black and white keys are pressed, and came up with a midi sound
clip for the login screen of the game. It can be heard
here.
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