Sunday, July 31, 2016

Bugfix, finally. Took longer than I hoped, but there were some pretty major things going on. Fortunately, I've been able to resolve them at least to the point that the game will function. Specifically:

-Yet another workaround attempt for the width of null error. Hopefully this one finally works.
-Fixed some stuff with the recruitment system so that people shouldn't randomly disappear after being recruited. I still have no idea what was happening there but I made some changes and the problem doesn't seem to be occurring anymore so here's hoping it sticks.
-For now, changed the settings on the save system to just not show character graphics in order to prevent crashing. It's not an ideal solution, but the thing I'd really want to do is beyond my current javascript capabilities. It's on the list of things to improve, but no estimates on when it will happen. It should at least not crash now though, which is the most important part.
-Deleted a few assorted phantom maid's robes that were stuck on a few different characters.
-Fixed the default imp class to be Imp instead of (blank space).
-Fixed the class graphics for the plant minion if recruited.
-A couple of minor graphics touch-ups.

Updated link:
https://mega.nz/#!jtU1VSbJ!CXsz9INYmydARILfH1dGhlXsQTFhDD8kweAxwrbrgWw

Friday, July 29, 2016

Well, I was hoping to have a bugfix out today, but the bug with the disappearing actors is proving harder to diagnose than I hoped. I think I have a lead on it, but no solutions quite yet. I'll keep you all updated as soon as I know more in detail.

Monday, July 25, 2016

1.1.2 Content Release, and patreon up

Two major pieces of news today:

1. The new content release is here. Some highlights include:

-A mostly constructed and explorable Trysnaak
-An entirely new area, Silent Bluff
-The next plot segment, which takes place across the two aforementioned areas
-Several new enemy types, including a more difficult boss fight
-Additional weapons, armors, and abilities for various classes
-The first shops in the game, selling a variety of items (some more useful than others)
-Some minor graphics upgrades here and there on spells and weapons
-A couple more of the library books have been filled in with useful information
-Row formation in battles, where each row has different effects (only properly implemented for the player so far, it needs more work on the enemy side)
-Probably various other minor things that I'm forgetting

As always, the link is on the right, as well as right here:  

https://mega.nz/#!X51xSBwZ!mso3U6IknxlFhH5qqKEExdngLPonXsRTIzfQhgL2GiQ

I've run through the game myself and haven't encountered any major bugs, but I'd be surprised if  everything was absolutely perfect. Feel free to leave comments if you find any, so I can fix them.

I'm certainly not the world's expert on balancing, so I can't promise that all the fights will be exactly the difficulty that I intend. I've played through each of them multiple times, so I can confirm that they're all at least possible, though some might take more strategy than others.

 2. Given that there's actually an appreciable amount of content now, I've put together a patreon page:

 https://www.patreon.com/bloodkraken

 For anyone not familiar with how that works, it's a system by which people can give me monthly donations in order to allow me to continue working on the project over time, and possibly receive some perks in exchange. As for what that means for Dragonfall specifically: Anyone who wants to can choose to donate to the patreon campaign. Regardless of donating or not, the full game will be free. If all you want to do is play the game, then you'll be able to do so without paying any money at all. People who donate will be eligible to receive various things in exchange. The full list is on the site, but they include things such as being listed in the credits, helping to design an NPC, and similar. If I receive a larger quantity of donations, it will give me the ability to put more resources into the game. My ideal goal would be to turn game-making into a full-time job, which would take quite a bit of donations, but would help increase both the quality and quantity of releases substantially.

As I'm rather new to the patreon thing, the various aspects of the campaign are subject to change as I figure things out, but I'll do my best to communicate beforehand if things are going to become too different. I might at some point move to a model where donators get the newest versions slightly earlier than free players, though I haven't decided that for certain. In either case, even if I do, the full game would still be free, just slightly delayed.


As always, thanks to everyone for your support, and enjoy the game! 

Friday, July 22, 2016

Getting ever closer to the next release. Just finished putting together the next (and final for this update) major cutscene, so mostly what's left is a couple more minor cutscenes, some graphics updates, and a balance pass for the new enemies.

I also believe I've finally narrowed down the crash in the ritual cutscene. It's a bug in RPG maker itself that's causing it, but the new version has a workaround that I think should cause it to not happen.

Wednesday, July 20, 2016

On top of the expected plot and cutscene work, I'm in the process of taking a bit of time to expand the battle system. The next chunk of content will have a bit of stuff that functions based on rows in battle, so I figured it would be best to make row formation actually exist and have effects. Specifically, what I have at the moment is that the front row deals more damage but also takes more, the middle row has no special effects, and the back row takes less damage but can't use standard weapon skills due to being too far away. That's subject to change as is everything, of course, but that's the rough sketch of a plan so far.

Sunday, July 17, 2016

The game is proceeding pretty well. If all goes according to plan, I hope to have the next release out by the end of the month, though the unexpected can always happen. Today was doing a bit more mapping for the next area past the city, as well as graphics work on some NPCs and enemies and some more advancement of the plot.

Friday, July 15, 2016

Just a quick update this time: the next plot segment is, at rough estimation, about 30% done. Granted, this could change potentially significantly depending on how things go and if I run into bugs. Also coded up a couple more items, though nothing major on that front today.

Tuesday, July 12, 2016

Spent all day today making the city's commercial district. Highlights include a bunch of generic NPCs for flavour, assorted minor interactables, several new purchasable and craftable items of various sorts, and the start of a minor sidequest. Progress moving along nicely.

Sunday, July 10, 2016

Today's progress: Good! Albeit slow.

Mapping takes a long time, especially when one considers the amount of NPCs, interactables, and minor cutscenes involved. Plus Trysnaak has the first possible shops and so on in the game, so I've had to take some time to plan out some of the shopping and money systems.

Overall the core of the city is mostly mapped at this point, so the majority of the remaining work before the next release is in the plot itself.

Friday, July 8, 2016

Dev blog start

This is the dev blog for my game Dragonfall, to chronicle the development process. The plan is to make at least one post every couple of days to show what I've been working on and give some insight into the setting and mechanics.

This came about primarily because some chunks of content are both big enough that they take awhile to make, and cohesive enough that it doesn't make much sense to do a release without all of it together, so people can at least look here and get an idea of what progress is being made.

Also hopefully I'll be putting together some supplemental character and setting information for perusal.

The current version is 0.1.1a:
https://mega.nz/#!j4tnEaiS!tCkK0elfFJI3cgf9xBPhcCLO9c39u_QntiGkS99mUW8