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Development resumes!

GASP! Could it be!? Has the barely-playable Zelda fan-game which got tossed to the back-burner nearly three and a half years ago in favor of a "quick" Unity project finally been lifted back into focus!? OoO

Yup, it's official -- Forgotten Gates has moved from Hiatus status to Production once again. In a sense, I could've claimed it was back in business a few months ago, after I completed the Awesome-Sauce Conflict Resolution System which swallowed so much of my time. After that I had focused on the DynDatabaseOverride plugin, which I do intend to use in FG (although as usual, I made it a good bit more generally-usable than I really needed for my own purposes). This month, though, I've finally gotten back to directly working on FG.

Since it's been years since I last worked on FG, naturally I had a bit of an issue getting momentum back up. X) Fortunately I do keep a to-do list of general stuff that needs doing. As a reminder, I'm currently in the process of reimplementing the combat system to work with a DynRPG plugin made specifically for FG. This month I finished getting Zelda's Triforce Guard ability working, and I turned Defend from a top-level battle command to a skill within the general Skill menu.