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Showing posts from May, 2016

It's not that I don't want to update

Far from it, in fact.  The reality is I feel a tremendous amount of pressure on saturday nights after the kids down, beer in hand, pounding on the keyboard to try and get whatever I'm working on to a satisfactory functional level.  It's the reason why real devs never put out demos and when they do its a 9 month old build that plays nothing like the final product (which will probably be released in beta anyway).  Because builds are hard.  Leaving the game crippled all the time is hella demoralizing, but its the fastest way to add stuff to it or more importantly debug it.  Interrupting that process to wrap a bow on it and zip it up and upload it is tremendously jarring.  Way more so than I had thought going in to this. But that's the way it is.  That's how you get the people interested and keep them there.  I'm not about to start a twitter so without further ado, here's today's build; _ERROR_ERROR_BLUE_SCREEN_OF_DEATH_!!!_ yeah, that was mean....

That last build sucked

You could say I'm back on my grind.  The reality is I'm running out of super hard things to do.  As the engine grows and becomes more capable, I get to do more game design and game design is fun.  So easy things that are fun happen more often than others.  http://www.fightabase.com/ss/rr050116.zip (install: unzip it with paths intact, run rr.exe) Combat hasn't actually changed, so just re-read the last post if you want to know how to play.  Things have been tweaked (and some fun new glitches incurred) but no new moves or anything are done. What is actually new: A couple new Ronin to kill, good luck finding them. Enemies can summon other enemies. Dialogue - Still super buggy and kind of ugly Events - This game has a lot of features, huh. Fear not, next major milestone is an actual editor / viewer for my data files.  Whether anyone but me ever sees it I haven't decided, but once I have it animations should start rolling off the assembly line....