Anyone that know of a ETA?
Somewhere between Grimoire v2 and That Which Sleeps.
Anyone that know of a ETA?
Anyone that know of a ETA?
http://www.cgdc.org/speakers-sessions/
CHRISTIAN GAME DEVELOPERS CONFERENCE
Thursday July 19th, 2018 - Saturday July 21st, 2018 | Multnomah University | Portland, Oregon
So remind me, did That Which Rises have a kickstarter, or it's "just" vaporware?
Just vaporware, they are self funding.
There are Christian Game Dev conferences?
I always thought that sector was mostly safe from those fairytale fellowships.
Oh, well... don't really care too much as long as the game doesn't try to baptize me
But Dungeons & Dragons inspired fantasy games? Clearly those are recruitment tools for occultists / Satanists.
christians congregating is rather out thereI always thought that sector was mostly safe from those fairytale fellowships.
plus you die in-game halfway throughBut Dungeons & Dragons inspired fantasy games? Clearly those are recruitment tools for occultists / Satanists.
I can imagine a chrisian DnD. You create the perfect cleric party member, roll the stats for half an hour and read all feats descriptions, only to find out that there's only one god in the 'choose deity' list. :sad:
Either you follow "thou shalt not kill" commandment and die a martyr, or you don't and the god smites you.plus you die in-game halfway through
that would be kinda boring compared to the real dealI know making fun of Christians is the fun and edgy thing to do (or at least was 10 years ago) but last time I checked Arneson and Gygax were both Christian (the latter being a JW), so wouldn't D&D already technically be Christian D&D?
I know making fun of Christians is the fun and edgy thing to do (or at least was 10 years ago) but last time I checked Arneson and Gygax were both Christian (the latter being a JW), so wouldn't D&D already technically be Christian D&D?
Odds are most game developers are "Christian game developers" then.
Last week I was at CGDC and demoed Archmage Rises (twice) to enthusiastic crowds. Today I show that demo of how the various systems can be used to create Crime & Punishment experiences.
But wait, that's not all! In this special double feature episode starring Timo, I also show the latest work on the monsters: how they recruit and patrol their territory.
Then witness in amazement as the whole demo comes crashing down due to an infinite loop bug. Thomas really should do a better job testing demos before doing them, but he won't.
You get what you pay for on these youtube updates!
Here is the revised Build 11 Task List.
Progress since last update:
- Added combat option to all NPC interaction - you can now kill whomever you please but there are consequences
- Fixed issues involved in returning from combat to town
- Put in guard encounter at gate or when failing sneaking
- Added specific guards to watch town gate
- Put in guard bribing or imprisonment
- Fixed a major timing problem with cards. The results code was being executed before the player actually saw the check result
- Fixed many map closing issues, just closing the map was causing the player to move around
- Restricted movement in walled towns
- Added dynamic showing of town walls in townview and town tooltip
- Put in sneaking OUT of town
- Added night bonus for climbing walls
- Fixed characters on map not to show unless they are actually outdoors. Once displayed they would never turn off, now they do when they enter a town or building
- Got monster patrols to recruit, then emerge from lairs, show on the map, and return
- Fixed pathing bug where it auto dropped the first location in travel path but i actually only want that to happen if they are the same hex as current location.
- Monster patrols pick random locations within range and then cause enter/leave events in the hexes
This week we answer some fan questions, first one on my health by Will Sama and then one about race by Marc Schwartz. Then we dive into the work I've done on monster patrols and how encounters work when they collide with the player.
As usual the tasks are taking longer than expected because there are so many systems to consider. A seemingly simple thing like the player and monster entering the same hex has a number of factors to consider: Race of the monster, terrain, time of day, automatic player skill checks that happen in the background. It all, hopefully, results in pen & paper style decisions that plays quickly.
Progress since last update:
- Fixed fonts issue on map, town names and travel times disappeared due to outdated text control
- Added smarter location loading using caching, so if the player goes to a new hex it doesn't match the cached one and is displayed. This solved bugs and improves performance
- Greatly improved Encounters: graphics, fonts, alignment, added room for 6 player options
- Patrols impact NPCs correctly now
- Monster patrols now interrupt player movement. This was difficult as the player movement is on a separate thread coroutine that has to be interrupted
- Fixed combat callbacks being executed before combat even began, that really messed things up turns out it never worked these last 4 years...
- Added patrol recruitment algorithm that slowly increases the size of each patrol and number of patrols evenly
- Added ability to run away from monsters encounters. If successful free to move elsewhere. If fail, monsters gain surprise against player
- Added ability to hide/sneak around monster encounters. If successful free to move elsewhere or enter combat with enemies surprised. If fail, monsters gain surprise against player
Thanks to some help from Syncarius and willsama974 on the steam forums, today Nic and I show the multiple ways a player can discover a monster lair: survival & deduction, stealth, combat & intimidation, and pure brute force searching.
Monsters live, reproduce, and launch out into the world to cause trouble from their lair. Finding and clearing a lair is how you stop them.
Build 11 is getting real close! I hope you can see how the systems are adding up to something worth playing!
Progress since last update:
- Monster Patrols were clearing all tasks when seeing the player to follow, but actually needed to interrupt their plans and then return to them when player leaves
- Fixed skillcheck where 1 wasn't causing auto-fail
- Added description of what character is doing upon attack
- NPCs continue what they are doing if they only SEE a goblin patrol and run away
- Fixed monster patrols not starting inside a lair
- can't have an encounter with mosters in a town hex
- Got dungeons to be findable again
- added patrols to locations inside the dungeon
- made dungeon light warning once per dungeon not every freakin room
- fixed light spell being half duration of that advertised in tooltip
- fixed eventlog right 33% being cut off by spell/inventory bar. For some bizzare reason it wasn't sized to the actual displayable screen area
- Fixed dungeon entrance errors
- fixed having attacks at entrance
- Got lair to track who is inside and who is out for planning attack cards
- added coordinates to dungeon map
- added completion of dungeon
- Fixed icon reappearing for destroyed lairs
- Separated dungeons from lairs. Once a lair is destroyed, the dungeon remains a ruin on the map and can be revisited
- Fixed Inventory tabs not closing correctly
- Added dungeon locations being able to have items on the ground
- Added purse item in dungeon locations which contains coins that are converted to money as soon as picked up
- added loot rewards from killing chieftan
- added chieftan body as trophy
- added ruins icon showing on map
- Added tracks dropping for monsters, and searching them to find the lair
- Added capturing of prisoners immediatly prompts interrogation encounter
- Added interrogating of prisoners
- Combat: Added pressing spacebar to pass your turn
- changed weapon AP to 4 so it is hard to swing your weapon and cast
Yeah, this got me laughing a while ago:Why does Alienware sponsor a developer, whose game doesn't need the power of a typical Alienware system?
Well I’m finally confident enough in what I have here to put a stake in the ground and say for sure that Build 11 will release on or before Nov 16 2018. In this video I explain why.
And without Nic around hogging the spotlight, I managed to make a 5 min update video! :-p
I said I would do updates every other week, so with nothing much to say or show here is the shortest one of all.
I wondered if I should even bother making an update video, but it came down to fulfilling a commitment. I said I’d do it every other week, so here it is.
My family is still a significant distraction: my wife went away for 5 days for school & work and I was on little kid duty. In the time I could get, working on the massive procedural quests was defeating me.
It’s sort of like last week when I signed up to the online cycling trainer/video game Zwift. The map was Innsbruck and I didn’t know which route to take so i just selected the shortest one: 13km. Well I didn’t realize it was all uphill. Living on a hilly island, I can do my fair share of hills, so I wasn’t daunted.
Yet after 60 mins of nothing but going uphill at about 8km/hr, and only half way to my 13k goal I gave up. It just wasn’t enjoyable. It was time to do some flat parts.
So that is what I did with the small time I had: easy small stuff. Fixed up some UI and tooltip issues that have to be done anyway.