Repo Build 0.7.2897

Build 0.7.2897 is now up in the repository. Whole bunch of bugfixes in this one, including one right after the title screen (dummmmm). So if you have repo access and you were wondering what the hell was up with 2886, those bugs are gone. Enjoy!

 

Progress Report (20 March – 5 June)

It’s been a long time since I posted one of these! Thankfully, the lack of progress is only superficial.

Major Updates:

The radio system works now! In addition, I’ve implemented many bugfixes to the actionqueue that center around enforcing proper queue behavior. I’ve applied many bugfixes to the sound system, including to the BGM looping […]

Funded!

So, Alcarys Complex was funded on Kickstarter with eight hours to go. Really unbelievable. I mean, there’s this, and then, like, flying to the moon in a bathtub. I’d like to say thanks to everyone involved: the backers, supporters, and people who did a pretty absurd amount of legwork on our behalf. We wouldn’t have […]

We’re on Kickstarter!

Hi. Among other happenings (I’m slowly but surely going through all the cities and finishing them), we now have a Kickstarter page. I hope that we meet our goal, but if we don’t, we appreciate the support of every backer, no matter how much they gave. If we exceed the goal, we’ll issue quality physical […]

New Demo

Hey, I just posted a new demo that contains the new title screen UI, as well as bugfixes and some other things. The content in this demo is the same as the IGF demonstration, so if you’re looking for new content, you’ll have to wait a bit. We’ve definitely got some more coming, so stay […]

A Tale Well-Calculated to Keep You in…

So, you may or may not know, but there’s a system in Alcarys Complex called the banter system. It allows any NPC or character to talk, in real time, without restricting the movement of the party like a cutscene would. If a banter box is interrupted for some reason – going into a menu, moving […]

Progress Report (23 – 29 February)

Ran my first physical table last weekend. It was tiring, but it was also a blast – I got to talk with a lot of different people about what they like and don’t like about games, and those people got to play Alcarys Complex (if they wanted to). Some of them found bugs, which I’ve […]

Progress Report (15 – 22 February)

 

Major updates:

I implemented the final version of the code that’s going to handle window mode, aspect ratio, and scaling. You can scale the game window up to three times the original resolution (for a total resolution of 2400×1440) if you have the display width for it. I’ve also fixed most of the crazy […]

Progress Report (8 – 14 February)

I think it’d be beneficial to start updating you guys on what I get done from week to week. I hope to have build videos really soon, but I need to figure out a good way for me to streamline the videos I need to post in order to do that.

Major updates:

Finished radio […]

Debugging in Style

You know, I kind of like debugging. Sure, it’s a pain in the ass sometimes, but every bug killed is an inch closer to a finished game. And sometimes, you get little treats, like a bug report of the IGF demo (PDF) submitted by a graphic designer friend of mine who was “really bored at […]