https://mega.nz/#!nxU1VCgK!A6qfJWePG01LgGSgDmSFOAWloKQNgjLutiYt-EZvolA
I've put together more bugfixes and a few minor content updates for this version. Notably, the latest boss fight should be more stable, and several classes have new abilities to take them up to higher levels. Unless new bugs are reported, the next step is to move on to the next story segment, which I've started a bit so far.
Dragonfall Dev Blog
Sunday, September 1, 2019
Sunday, August 12, 2018
New bugfix build
Here's the newest version. Not alot changed since the last release, just some proofreading and bugfixes. I also changed the dialogue boxes to be less default-looking.
https://mega.nz/#!j0EzEACB!zlvyeQwuMdut2udi9134TGpfshMbpek70FNUdb6rCb8
https://mega.nz/#!j0EzEACB!zlvyeQwuMdut2udi9134TGpfshMbpek70FNUdb6rCb8
Tuesday, May 15, 2018
Finally got my act together and put a new build together. Link: https://mega.nz/#!HlsHBSKL!xDRbpCpFF-_YYY3fYjE4kGduuKtXb7CGUIy_7IFTMA8
I'm not 100% certain what in here is new since the last bugfix, admittedly, but here's some stuff that's fairly new:
Game is built up through the most recent major boss fight, and I'm not aware of any particular bugs in the story progression or battles.
Difficulty setting in the menu is operational, allowing for five choices of difficulty: story, easy, normal, hard, impossible. Game is balanced around normal difficulty but there's no penalty for changing the option.
Hint system: after losing a battle, the player will be given the option to get a hint about the mechanics of the enemy they lost to, before the usual return to main menu. Hints aren't available for every single battle in this version, but they should be there for the most complicated encounters.
I'm not aware of any significant bugs in this version but due to the complexity of the systems I'm sure there's some there. Any feedback is always appreciated. Enjoy the game!
I'm not 100% certain what in here is new since the last bugfix, admittedly, but here's some stuff that's fairly new:
Game is built up through the most recent major boss fight, and I'm not aware of any particular bugs in the story progression or battles.
Difficulty setting in the menu is operational, allowing for five choices of difficulty: story, easy, normal, hard, impossible. Game is balanced around normal difficulty but there's no penalty for changing the option.
Hint system: after losing a battle, the player will be given the option to get a hint about the mechanics of the enemy they lost to, before the usual return to main menu. Hints aren't available for every single battle in this version, but they should be there for the most complicated encounters.
I'm not aware of any significant bugs in this version but due to the complexity of the systems I'm sure there's some there. Any feedback is always appreciated. Enjoy the game!
Monday, December 4, 2017
Saturday, November 18, 2017
Wednesday, October 11, 2017
Sunday, October 8, 2017
Current tasks
The next bit of content will include the next major boss fight, which is the most difficult so far (from a programming perspective, though also probably in terms of gameplay). I have it mapped out with three distinct phases, each with certain fight mechanics to pay attention to. Hopefully programming it doesn't cause too many problems, but regardless I'll attempt to keep updates here with how it's coming along.
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