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Progress Report

A docile update appears!

No new content for the new version unfortunately, but it does fix the game-breaking bug caused by me accidentally leaving the player start tile in the place I put it when I'm testing stuff instead of in the intro map...

Progress Report

A wild update appears!

First of all, a huge thanks to Liberty for playing Sidhe Quest on her stream. It was really great to see someone else playing it after the hard work I put in. Unfortunately, with great entertainment comes a great list of bugs. Luckily for you guys I subsequently embarked upon a massive bug squish! Feast your eyes upon the changes:

Changelog for v1.2
------------------

- Added some additional dialogue to the witch who gives you A Grave Remembrance, and fixed the bug where her quest marker didn't update when you have the quest.

- Fixed the bug where the kitten detector told you the direction of the nearest kitten regardless of whether you'd found it.

- Fixed another bug caused by the previous fix where using the detector after finding all the kittens crashed the game.

- Fixed a bug where the graveyard was inaccessible due to tile passability.

- Fixed another bug where the teleport events for the graveyard weren't set to on player touch.

- Removed an experimental plugin for region-based encounter rates that was accidentally left active

- Fixed a bug related to the previous fix where I forgot to redo the regions on the overworld after shrinking it, so there were no encounters anyway.

- Fixed a bug where you couldn't start the graveyard quest due to the event being below characters.

- Fixed a bug where you could only start the graveyard event if you didn't have the Grave Remembrance quest and added some dialogue to the case for not having it yet.

- Fixed a bug where the Last Dancer part of the grave sidequest didn't activate due to checking the wrong variable for its activation condition.

- Fixed a bug where the Blood God changed character graphics when moving to the Grey Man.

- Fixed a bug where the objective tracker for the graveyard quest was 1 step behind the player.

- Fixed a bug where the final NPC didn't move to the Grey Man.

- Reworked the ending to the graveyard quest to be automatic instead of having to talk to the Grey Man again.

- Fixed a minor text overlap bug in the Grey Man's final dialogue.

- Fixed a bug where you could enter the graveyard again after completing the quest.

- Fixed a bug where Meta's graphic was duplicated if you talked to the old lady from the left after finishing the kitten sidequest.

- Fixed a bug where Lauren disappeared after completing Twin Souls. She can no longer be equipped!

- Fixed a bug where the Wooden Cassock reward for Twin Souls was mistakenly given as one of the type separator items.

- Fixed a bug where you could unlock the "stole" clue in Twin Souls before the event that explains clue collection.

- Removed the character generator json files and quest editor from the deployment archive.



TO DO:

- Implement a better storyline ending

- Give Meta combat abilities, an Ultimate, and balance her stats

- Remake all the maps to be original compositions

- Add the Cthulhu fight

Despite the fact that Sidhe Quest was a rush job of a joke game (much like Steve) I plan on expanding it into a more in-depth comedic title (much like Steve). I'm glad to see the humour went down well with those who were watching and look forward to delivering you more laughs in the future.

*unequips girlfriend*

Progress Report

It's complete! Well, sort of.

So taking the extensions into account I pretty much finished the game, but it's still got a long way to go before I'm happy with it as a project.

Due to the ever-dwindling timer, I had to totally rush one of the last sidequests (which was also the ones I was most looking forward to) and the ending. The Sidhe resolution is a total cop-out placeholder thing (though I do think it's pretty funny) and it will be redone in a later version to be more fleshed out (but still take a massive backseat to all the extra stuff). There will also be a twist ending for doing a certain thing!

I made so many things in the database for this that I didn't have time to implement. The Cthulhu fight in particular is one of the first things I'll be adding in the next version, because currently you can do the thing to summon him but there's no event for actually fighting him. I absolutely love the graphic I got for him, too.

What has this event taught me? START YOUR SUBMISSIONS EARLIER. To be fair I started as soon as I knew the event was happening, which was like a day or two before the deadline, and what I've accomplished in the past forty-whatever hours is, in my opinion, pretty rad. But I wish I'd known about it sooner so I could have had a more polished initial product.

Anyway, that's just a bit of a ramble from me. I did an all-nighter on Saturday and ended up being awake for about 42 hours in total, so I'm a bit loopy right now. Hope you enjoy my crap game! :D

Progress Report

Not long to go!

So I was incredibly late to the party with Winterruption, so essentially I'm making my game in a day. I've got all the main infrastructure in place now for handling quests, so it's just a matter of banging maps together and making events.

I'm cheating slightly on the maps to save time; I just recreated sample maps from VX Ace, though that does involve redoing them tile by tile and in some cases I've just used parts of maps for what I needed (like the overworld).

I'm not actually sure what timezone I have until midnight tomorrow in but I'm making good progress and I should hopefully be done on time!
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