Showing posts with label playtest. Show all posts
Showing posts with label playtest. Show all posts

Dec 25, 2014

One day before the playtest of 0.2

Phew.
Few months have passed since last playtest.
We have fixed all issues during it and more impotant, the game engine was refactored (again, I know, I know).
But! Now it got widgets, you know about them, if you read this blog.
What does it mean? It would be last mostly "technical" version. All future releases would be more gameplay oriented and will be more often!




Jul 17, 2014

14 days before the 2nd playtest

We have two weeks until the second playtest release.
I read the Development page and feel satisfied.
It looks like, we have fixed nearly everything we have planned and added couple of useful features.
Yet, Fallen didn't a finished game with a solid gameplay, of course.
But it wasn't a plan for the second playtest.
First playtest revealed a bulk of sharp edges, mostly technical ones!

It would be the same Fallen you have seen, but fixed and polished.
The third playtest will have gameplay enchantments. That's for sure.

About development progress:
Mostly technical, like game menu, fixed timers, press key mouse key once go dozen of tiles and so on.
This is important changes, but could be noted if they aren't done well. ^_^

Jul 1, 2014

One month before the second playtest

Development page looks more and more, well, developed.
Coloring it green and red is really cool!
I prefer green, myself, but some features aren't ready to meet the game.

Installable artifacts are gave nice flavor to the gameplay.
Fallen artifacts are items' special featurers that could be replace with other or switch item.
Have you ever encountered, for example great two handed hammer of "wonderful enchantments"?
Sounds cool, yeah?
Oh, wait!
great two handed hammer, but  when you are playing as ailing halfing/elf thief/wizard?
This cool enchantments would be great on your small needle "weakling edition"!
Right, you got the point.
It is possible to replace the enchantment from item to item.
Even more, you find them separately from items itself.

May 25, 2014

Results of the playtest!



The results of the playtest are exceptionally satisfying!
Playtest showed a lot of flaws and major part of them were “I am too used to game to notice it”.
Yes, the worsen type of flaws.
For example, game screen moves abruptly.
I didn’t see it? Of course not, but used to it.
And so on.
I decided to start fixing issues from hardest to easiest.
Of course, it is 1000 times easier to add “qwe/asd/zxc” keyboard layout, then make multithreaded pathfinding calculation mechanism.
It meant, you can expect increase in speed of “greening” the issue as I move from hard to easy flaws.

Current task is already mentioned  - multithreaded pathfinding calculation mechanism;

May 20, 2014

Playtest? Playtest!


The result of the seven moths of work is here:
https://www.dropbox.com/s/jhp53zbnb89k3oo/Mini%20Fallen.rar
 http://www.fayloobmennik.net/3813337;
It is only the beginning, my fellow roguelikers!

EDIT: I'll update this post with found issues.

Embarrassing ToDo list:

    Moved to Development page.