first release date is set as february 28th, more or less a somber date
second somber release date: August 5, 2025
Final date: End of the year
remaining days to release : ~180
story: :%100
coding:%99
Building (the game) : %6
old logs
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developer ramblings:
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Hello, it's been 2 months since i've announced the start of the game. I still remember the day (sort), it was a special holy one (sarcasm, seriously). Anyway, in these two months, i've set up some basic systems to their proper place. Luck favors the idiot apparently Game is hopeful, but i must stress, i just do like one hoursof light work on it each day (including weekends) so the relase day might be a few months later. But it is much more secure than two months ago, to be completed. To reach that final line and end instead of disipating to nothing as many projects inevitably do. I'd like to keep things simple, even if they aren't seem to be so, still this principle is helpful, after all it is just a game.
(this will also be moved to another post later)
Good day, best wishes
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I've decided to make another note here, since it seems appropriate. The expanding of the foundation has been going on during these (weeks), and it
is just about finished. I'm going to proceed with the construction of the story, then i will dive a long dive into technical side of things. Thus, expect no news for a couple of few months. Collusion meshes must be constructed and engine must
be coded to a proper state, it will take time But after this, you can expect almost daily updates as content for features and screens. Best
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Hello,
I've moved to a new city recently and lost at least a month trying to settle things. Overall the
work is slow but its going well. End of 2023 has been a very turbulent time for me, i'm hoping
the party ends on this strange year and everyone starts to act normal again. I've added en extra
png to post below
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I've been working (and fighting) heavily. While i originally i thought i'd just calmly do 2 hours of work everyday (even less to be honest), things are sorta spiralled as if its a dawn of war batte, the result isn't bad at all. Fight with what ? everything i guess. December is the target month. I've constructed
various very useful tools, i'm moving to engine/terrain phase. Best
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Been some time since i've developer ramblings here. Just for an update. The coding will start at haste. And story is being set in place. It is really been a crazy year.
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Work is going well, i'm about to set the technical side on to engine as best as i can, then its the building of the game, targeting december but it can be a few months more. i've also started writing a wuxia novel on the side
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[SPOILER]Weekly development diary
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Hello, i've started to define my work on this rpg as a very very early alpha build, alth its wrong in
definition it'd sorta help me out, since right now im at the end of planning/coding/design phases
more or less. Hence i'll start making weekly logs, for my work on this game. Think of it as a merged phase.
note: i'm not sharing any more development phase pictures, wait a few week for screens, but it
won't be for actual game itself until i'm at least 75 percent done. For many reasons.. But for sure
anything else i could share i will
note2: i've update release dates and progrss so far, it wil be updated weekly from now on.
Log Below:
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(wip name winter's ankh 2)
august week 4 - change log
, v.0000005
work done:
myconsole for view (done) cr
myconsole for view (done) lg
started on engine modifications, so far so good
art toolshop improvements
events and coding improvements
graphical tests
work to be done:
[ to be updated, too much at once for now]
perhaps a look at the better movement mods/options, and various
known issue, :
pixelated map/char to /freezing connection, to be tested
arrrange 3d to better-fix, and alike
palette usage (still an ongoin issue)
build effects
- i guess its an alpha phase
note:
i suppose building panels with hud maker is fine enough, and the coding go with them, but sometimes perhaps its better to not to overdone such things, as one can clearly see at greedfall
and how uncomfortable its 3d interfaces for shopping/inventory.. Although leaving basic things
as it is is also lame
For the character, maker game start, i suppose its something like a poll, where you take a customer
to a place for its opinions, as many games use this (vtmb). Alth i don't intend to do that but more like
arcanum + tale of wuxia type start (and as well as many games we know such as lionheart/fallout clones which has complex starting trait systems)
I suppose demos/cutscenes, and graphical effects as usual must come after the game is finished, its
logical to do these things in this way, it really helps out work order and progress to prioritize.
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v0.00006178 (will be updated as work hopefully is picking up)
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list of changes, this term, beware its my raw internal notes, fun is just starting:
developer's note: theme of this "update" is that eventually, new things start and new things are built
+ palette improvements
+ balance improvements
+ a few more tools
+ frame improvements
+ sketched a few areas
sorry no screenshots just yet, almost.. there, few updates and we are a go
-------
incoming update :
the invasion is coming, and some can't catch up to a changing world.
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v0.00034048 (this is a middle update, i was going to do a more extensive one, but lots of changes)
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this is a middle update so only summary of changes/progress
- new cores and modules
- overall upgrades and organization (such as, map regions with specific themes)
- story is completed
- various new tools, and helpers (mostly made in visual)
- started making the game areas, ever so slowly
- made the classes, very roughly
- laid down foundations for minigames, stats and other things
plans:
games is being built, no issues here. I will as usual add the graphics last, as its the least important, and easiest part. Hastes makes waste indeed.
theme of the next update is: winning despite the difficulties
other:
"the host of necrophage is moving, no matter the obstacles, and the heroes rise to the challenge, but the peace and calm is shattered, as the borders will be re-made"
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v0.00036878
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changes:
+ improved stability
+ improved art
+ fishing minigame
+ other improvements
-------
theme: childishness and growing up among our fears
comments:
Whoo, trump won..
anyway, this update is alsoa middle one, flushing it out, since i feel that stuff is and has collected like unwanted clutter
best
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v0.00039188
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not much advancement, yet lots of work.. lots of struggle
+ re-structuring (lots), new systems, better cohesion and integration, connection etc (i won't note these after this version, admittedly there are a lot, so it deserves a shout)
+ new areas, roughly
+ some interfaces fixed
+ ai tool integrations
+ backstories straightened, and new lore
theme of this update:
game making is a journey, and i'm at this journey, sometimes difficult sometimes great
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v0.00115168
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+ balance fixes, stabilization
+ rumor system, mail system
+ worked on dialog box
+ worked on start scene
+ drone videos..
+ character screen done functionally
+ a few quests
+ huds
+ coding improvements
+ added a few plugins such as game-pause
+ resolution fixes
+ palette improvements (a lots of them)
+ party members, romance
+ codex and journal
+ world map and other maps
Games is starting to look like slightly proper game, but there is much work to be done, but much work is being done also. I don't wanna talk about this and that about game development at this time, that's why i delayed this update, it is a subject that is quite deep...
as you can see below, I try to keep areas quite big..
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unmodified base of character screen
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next: inventory, army system, functioning economy.., alchemy and crafting
theme : /n a \n a \r a /r a "/n" "\n"
best
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v0.00545738
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+ inventory and resource actions
+ added alchemy and crafting
+ interface improvements
+ worked on a few areas
+ better work and custom engine (tools) integration,
+ graphical improvements (such as fog corners), + picture improvements
+ handling resolutions
+ terrain tags for priority
+ story improvements
+ experiments experiments
+ time and weather structures and systems
+ options
+ various items and skill improvements for implementation
+ other fixes
+ area mini maps, and ambiance tracks
Notes:
Sometimes life comes at you strong. It's really "been" a few months. There isn't really much budget
or anything to game, so i make everything by myself, and it really can get depressing. Despite these
i've done great progress so far, which is even surprising to me.
While playing with the capabilities that come from managing the development of a large game, you learn stuff you don't expect. Such that, graphics are much more important to a game than I'd have thought. Who knew...
I'm planning to implement remaining a few modules and systems into place and go into full time
building the game, which shouldn't really take long. So version count can accelerate, however
i really i'm keeping it accurate as it reflects the state of the game from perspective of readyness.
Theme: why doesn't this turn off
Screens:
This one is options, more to be added, as i mostly think ways to make some more post processing
type selections that player can turn off and on according to performance wise capability of their machine.
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This one is a joke of course, there is a lot, of work done on this game.. I had a few screen shots lying around
if i find them in this mess, i'll edit the pots to add them.
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v0.099
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change log:
+ particle effects
+ streamlined the resource gathering
+ alchemy/crafting improved
+ a few bug fixes
+ npc generation (improvement)
+ persuasion checks
+ re-shufling of some assets (some time spent)
+ made some custom sounds
+ bgs compatibility
+ battle hud functionally made
+ a few portraits, (economy soon, larger periodic events)
+ fun things
+ added field battle simulation
+ added new assets
+ region 1 close to be completed
+ re made mail system, or rather fixed it a bit
+ improved alchemy/crafting
+ a few asset improvements
+ made a new area, a few assets
+ added text-speed option
+ added a workable moving system
+ added spawns
+ animations
+ FIGHTING PACKAGE
+ did door
+ worked on an area
+ transferring some items, checking
+ improved fog
+ fixed maps
+ refurbishing maps
Notes
: I've increased the version count manually from 0.008xyzsmt to 0.099, since i've added the dreaded fighting modules i've managed to code in, in a couple of weeks. It's been developed carefully not to cause chronic bugs, but slow also, cause i'm never a good coder as i'm a graphical artist. Regardless coding for this game is 99+ percent is complete in total.
There is a lot of work to be done yet, but the horizon just got a bit more light..
I'm thinking game development is about finding solutions, but, its been an adventure i've had hardly time to take notes.
Ehm, some more focus on to the work can be made now, since dreaded work are out of the way.
Theme: do the thing you have fun with, but do it regardless
Screens:
can you guess what this is
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::
coding wise i had to dive down a bit, it made me a bit
uncomfortable as many many common events in the game
are neatly ordered, so they couldn't create catastrophic bugs
there were a few humorous occasion where i manage to do things
by luck, such as character still able to move, while doing a swing,
keeping its stance.
A few similar successes also was made when i did stuff like
speeds of npcs, but overall i don't want to make the stats
effecting things in a way that is too realistic. It isn't difficult
to do, like dexterity increasing swing speeds but its also
It's the same as one should be careful of adding too many
regular spawns instead of custom tailored events. Except the
lazy part.
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v0.1006904
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improved maps
npc improvements
collision added, fixing bugs
overall improvements
improved fighting
improved character movement
a bit of restructuring
worked on an area x3
animated faces
theme: games within games; on life and death
notes:
This engine, is really capable of great things.. the only real constraint is the area sizes.. But i guess that saves me from myself, since I only feel comfortable when the event count reaches about 700 or 1k... I've added collision, and it didn't break many things as i thought, but still it required a bit of patching, lotta work..
you can check out a few of these free tools i'm using during game development, i uploaded to git hub
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v0.1013583
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+ doors
+ improved palette x4
+ story improvements
+ world map
+ bug fixes x2
+ re-organizing x2
+ map/area improvements x3
- and area descriptions
+ improved movement x2
+ various improvements
+ run/walk (option) added
+ a few romance talks
+ collision improvement
+ fight code (improvements) x2
+ made a newspaper (like in arcanum
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v0.1065061
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+ improved npcs (&movement)
+ area improvement x3
+ re-organizing
+ worked on an area x4
+ various fixes
+ building game x1
+ panel improvements x2
+ alchemy
+ effects x1
+ added dates
+ added advisors
+ more atmospheric effects
+ effekseer, fog of war systems, sorta quarter way made
+ made some lights
+ various fight fixes x2
I've jumped into Effekseer this week, realizing the potential of a smoother character animation process. Thinking of doing inventory system alth i just thought i'd modify the regular Rpg maker mz panel. Might be might not be.
Designing cities ahead..
Here's a juicy video of field battle panel::
[MEDIA=youtube]hupvQBpRp14[/MEDIA]
best
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v0.167609
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+ fighting improvements & tests
+ added a pause key
+ a few animations
+ a few plugins, and system modifications
+ more boogie npcs x5, party member x5
+ improved dialogs
Notes:
Dialogs are improved, and they re much less awkward.
Done a few more npc-templates, to handle all sort of combat situations (close range, mage etc)
Guess the lesson of this update is that not everything must be automated..
The news weren't exactly great this cycle, so living becomes sort of more boring.
I wanted to spend more time on some of the frameworks i'd consider a tool, but there is no time. Perhaps later..
Overall, game is more stabilized, i think. The game also is a bit..heavy, it was planned to be large, and its sort of similar sort of not.
All in all, work goes well enough, we'll see if it gets better, as i shift focus to graphics and story from coding, although there are a few ideas
I'm planning, inventories and other similar.
I think that as time is scarce, some stuff will be cut from the game.. too bad, details wise.
I'm also thinking that, development from now on should focus more on reinforcing the product, instead of complete total perfectionism..
Which really makes things easier for me, as the pressure becomes high.
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v0.1866574
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+ done inventory , really fast
+ worked on an area x40
+ minor and/or other/misc improvements x6
+ area edges/panoramas/effects shift.-ing. x9
+ fight improvements/fixes, deployment x4
+ building the game x1
+ updated store page a bit
+ added functional shadows
notes/theme:
bringing order to the places...
slow but steady development,
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v0.2101453
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+ bugfix x19
+ bulding the game x20
+ tutorial
+ quick save
+ quick item (usage)
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v0.210218
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+ added a few features (hovering, random loading images, etc) x2
+ building the game x4
+ bugfix x3
Thanks [USER=118196]@caethyril[/USER] for the insane tweaks plugin. Stuff like saving indicator, and custom cursor, quicksave/load etc.. are such time savers.. Not to mention other stuff i've yet to test.
Putting these logs daily, since the release is fast approaching.
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v0.2152703
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+ building the game x12
+ bugfix x10
(turned up the viewport to 20k for bigger animation squares, quite an adventure)
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v0.2202711
[SPOILER]
+ sounds x2
+ building the game x5
+ bug fix x3
+ new character animations x3
Things are looking good, although the time for looks are over mostly (No time). Next project maybe. I'm mainly adding tutorials, short cut keys, fix and move stuff around, quick items, sounds, graphics, animations, buttons, pictures.. that sort of thing until end of this month.
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v0.230302
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+ building the game x10 (tutorial almost complete)
+ bug fix x10
+ animations
Effekseer can be really nice sometimes.. Not easy to use but still..
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v0.2333832
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+ building the game x4
+ bug fix x4
+ added a stat /branch system
+ tutorial completed
+ modified/improved the rest a bit
+ loading screens
+ made shovel mechanics
+ more quickslots
+ other improvements
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