November 25th, 2018

Fireworks...

The past three weeks have been pretty good. Many animations got done after the creature graphics finally appeared out of the paint brush. Since then, animations such as health bar, dialogue and even the area animation got to a point where I could erase them from the to-do list.

Although there are some fireworks on the image below, it's not quite that time yet. The code for them is about 95% done but there's only 15 out of ~230 particle effect prefabs available at the moment (yeah, it may take a while).


November 6th, 2018

Orcs and undeads...

Well, now I have all the textures I need to finish a bunch of graphics code that have been 95%+ done for a long time and I can soon get the game running again.

All creatures are now done using hi-res textures that are scaled down to one third when they are shown on the map. This allows me to use the same textures in dialogues and other parts of the game.


October 28th, 2018

Creature anim...

Here's a sneak peek what the new humanlike creatures will look like. I still need to draw an orc and undead and then all old creature graphics have been redone.


October 13th, 2018

Some new stuff...

So, about 90% of strings have been ripped from the code and replaced with getString methods that fetch the contents from my localization implementation. I decided to take a break from that after doing it for a few weeks because there are some other things that need to be done before it can be finished.

As you may have noticed in the earlier screenshots, there are some new inventory slots and that means there will be a bunch of new items as well as crafting schematics. All armours are now considered as item sets and they will have some set bonus when completed. These common set bonuses are not very strong but I'm sure there will be something more powerful at some point (and with multiple set bonuses such as 2, 4, 6 instead of 6 to allow some mixing between sets).

Since the player can now gain 4 more enchants than before, all NPC's will receive a buff of some kind. I've been thinking about making the end game a little more challenging anyway because there are all these overpowered mages running around.


September 22nd, 2018

Always pays his debts...

There's this thing called technical debt that this little project has accumulated in the past and some of it has been paid now. There was a source file called 'TownScreen' that was not exactly the best code ever. It was more like a hard coded blob of bubblegum with a lot of copy pasted bandages to keep it together.

It was almost impossible to add any new features in it because everything was somehow linked and changing one thing broke two others somewhere else. It used to be a single file with ~4800 lines and now it is seven files with ~1850 lines combined.

The new implementation does everything the old one did and some new things as well. Anyway, one of the biggest 'trolls' on the way is now dead, chopped to pieces and properly barbequed...


July 27th, 2018

Getting there...

Here's some of the things that have been done in the past 6 weeks and some that were done a long time ago. I'm almost done with the in-game windows, screens, boxes and other user interface elements and have finally managed to start making the necessary tools (which will also be in-game) as can be seen in the top left corner.

There will be 4 tools in total. Dialogue editor, dungeon editor, quest editor and a "localization" editor that can be used to export all text strings and create a localization file from those strings. I can tell at this point that any localization created with this editor will not be perfect because some of the strings are embedded in the UI-textures and I'm not going to separate them to make it perfect.

The other reason why this will not be perfect is that English seems to be somewhat lacking in words compared to some other languages. For example, "... shoots a man..." and "...a man shoots..." use the same word or form for "a man" while other languages can have a different word for each case. Those two sentences in some other language, such as Finnish, would read "...ampuu miestä..." and "...mies ampuu..." and using the wrong word can change the meaning or sounds wrong. You can see the problem when the string is in the form of "...STR_MAN shoots..." and the game replaces the STR_MAN with "a man" or "a woman" when it is displayed.

I'm not entirely sure how to fix this yet but I'll probably add X number of strings for the other forms, i.e. STR_MAN1, ..., STR_MANX, and let the localizer sort them out.

Other things that I can tell at this point is that the tile size has grown from 48px to 64px. Minimum game window size is 1920x1080. There are three new map sizes available in addition to the one size fits all (31 by 31) that was used before. The new map sizes are, 63 by 31, 31 by 63 and 63 by 63. I'm not exactly sure whether those new sizes will appear in random dungeons because they might be too large without some sort of cartography/mini-map talent.


June 6th, 2018

No more pain...

I had some back pains and other issues and progress has been quite slow in the past few months. I'm slowly getting back on track and here's a little peek what I'm working on at the moment.

I'll try to post new stuff more often from now on and perhaps I'll even show some images of the item sets that can go in those new slots...


March 23rd, 2018

And it's back up...

...


March 23rd, 2018

Server down...

Hopefully will be back up soon, but could take a day or two depending on the tech guys.


February 17th, 2018

Work never ends...

Long story short. A new version of the game is coming hopefully sometime this year. This time it's not just a patch but something slightly different. Those of you who have been around long enough and have some technical knowledge about the game can instantly see what has changed and why it's going to take some time to get this done.

You may have to save the image that pops up and take a look in some image editor to be able to see it all.


Archived news

2023 | 2022 | 2021 | 2020 | 2019 | 2018 | 2017 | 2016 | 2015 | 2014 | 2013 | 2012 | 2011 | 2010