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March Progress Report

  • Scourge
  • 03/11/2021 11:22 PM
Hi all,

It's been a while! You may have seen a recent blog post saying this game was dead. It was, but now it's not anymore. Shout-out to Sgt M for giving me a workaround to how to save my project from the clutches of the Steam cloud.

Anyway, it's been almost a year since the game updated (and there are big updates coming) so I wanted to take a chance to go in-depth with a lot of the changes that happened over the course of that year.

New Content

First off, Chapter 3 is done. Totally and completely finished, with the exception of a little more testing I need to do in the final section (more on that in a second). Chapter 4 is mostly done as well. There are some tweaks and bug-testing that needs taken care of, but about 95% of the chapter is in place. I can't say exactly when these chapters will be released, because I do have a lot of fun and exciting things going on in my personal and professional life and have less time to mak gam (heresy, I know), but it's not going to be another silent year. You can count on that.

Now, a long time ago, I teased that Chapter 3 would be different, and it is, because I'm taking some steps to put some additional role-playing in this role-playing game. While Chapter 3 will still have you put together a party, fight monsters, save people, get loot - yadda, yadda, yadda - it will involve a greater emphasis on choice and consequence, two of my favorite buzzwords. I won't outright say what this involves, but it's something that both Neverwinter Nights 2 and Chrono Trigger have in common. You can probably figure it out.

One last update in terms of story - Chapter 1 has changed in some significant ways. I think you'll enjoy them. There are new characters, redone enemies and boss fights, and additional scenes. These new things and changes bring me to part 2 of this post -

Updated Content

Clerics are faster.

Oh, you wanted more? Okay, fine. The class system has changed around. You still have the freedom to build your own party, but those characters are no longer mutes. Instead, they have backstories, dialog, and even come with pre-defined classes. But wait, I hear you say, I wanted to have an all-Pirate party. You still can, hypothetical reader! Classes and names can be changed at the barracks, though characters will still retain their personalities. This was something I had requests for and I was hesitant to do it at first, because I was worried about having a different personality for every possible combination of class and gender, but this is a good middle ground, I think. Please note that changing character's gender isn't an option, not because I didn't want it to be, but because having multiple sets of dialog with different pronouns and other accounting for gender was beyond my ability to code and the amount of time I'm willing to put into this project.

Beyond that, there are a lot of little changes happening behind the scenes. Re-balancing, lessening the event load on maps, some graphical updates - stuff that probably would be boring to list out all at once, but will have a really positive effect on the game as a whole.

Stay tuned for a release and more updates!


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ah, i redownloaded thinking you had already released this update, but then i checked again and saw it wasnt quite the case lol, im looking forward to when you finally release this new update, cant wait to see what it will be like
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