EOK News * Build 0.0.20 part1 (Patreon)
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Hello everyone!
Welcome back to another update. Let's go over some news and then I'll write the change log.
So first major news is that we have been finally approved to release games on steam!
I basically lost a week trying to get all the tax stuff working but alas it's done! There still is a delay once you first release a game but at this point I can start making a steam page. I'll update you when we have something I can show off.
At the moment, we are working on reworking our systems. Minle, our awesome programmer, is working on setting up tools and reworking my code for the long term. Like I mentioned before, we want to make the game stable and in order to do that we need to spend some time on fixing errors. I brushed aside some problems for the sake of updating and it's time to pay that debt back. That doesn't mean we won't have things to add. There is still plenty of content to add that won't add code.
That being said, after this month of work, I came to realize, that we'll need more time for this overall polish rollout. I'm going to add an extra month to this plan. We just have a lot of things to fix and we can't justify adding anything brand new without making sure the ground work is solid.
This means we will be adding in a part 3 for build 0.0.20. Once that is done, we can release a full stable build and start showing off the game to different sites, steam. I want to see if after the stable build, we can work on releasing the next builds in chapters. Then after we finish everything, we will release the game fully on steam. We are thinking that some time near the end of this year will be the full release.
We are making good progress on our workflow and we'll be able to release a full range of items rather than what I was doing alone. No more just a new monster but a full range of items, events and story to be added during updates.
Speaking of updates, let's talk about what the team was up to. First off, we have Minle working on updating the save system and items. This should stop some items from disappearing on some loads and bugs relating to that. As such, the save feature and a few items are temporally off. We'll turn them back on once we have the system in place fully. Once this is done, we'll be able to expand the inventory to finally use items during combat.
In the mean time, Minle gave us a new tool to work with. They created a scene event tool! In the past, one of the reason why events were hard to add was because I had to make each scene by hand and code in everything. Each... Time... It was rather hard to do that on top of art and everything else. They solved this problem. Each event is now a template and I just have to add what type of event, the text and it's outcome and boom a whole event done.
To show this off, this month I went ahead and added 8 new events to the game. Every location now has a new random event that will give location based loot. We can't wait to show you future events and gameplay we can now do. We messed around with that tool this month. Next, we'll be testing the item rework this month.
For art, Gummi our new artist has figured out a workflow and has settled on a style for the items. They look awesome, to the point that I will try to edit some of my art to fit closer to what they made. The first three items they reworked are in the game.
It looks so good in the game! I'm glad we have them on the team. I'll have them work on other art tasks in the future but for right now items are a great start. I hope to rework the inventory look just as good as the items. Gummi will be dishing out more items this month.
Brandi our new writer has been working on the stories for the game. She just finished the first boss's lost scene. Sadly, I was not able to put it into the game this month, so that's moving to March. I will however release the story to the apprentice tier for them to enjoy ahead of time. They have enjoyed the stories for a few monsters that hasn't been released yet. Also, now that we plan on adding a male Avina, we'll be working some of the older stories to fit that new element. So keep an eye out for some updated stories.
For this build, She made 3 new lore for the world. They will show up as village notes in the game. The formatting might be off as I plan to give the notes a new look, so don't worry they aren't in their final form. I plan on updating the note look this polish run. They will be working on more stories and lore in march.
Sandra is working on reworking the voices for Avina. I'll post up a demo sometime this month when she is ready. We hope to voice the intro of the game with her help. We will add a setting to mute the voice lines if you rather have the game be fully voiced, silent or just with catchphrases.
Chika has been helping me with bug testing and working on setting up a quality of life feature for you all. They worked on a new pausing screen for the game. We had some folks request a way to pause the game and event exit the game quickly for.... reasons.
So in any scene, other than the main menu, you'll be able to pause the game with escape and we'll add a slider to control how visible you want the game to be. We'll have this ready to use at the end of match. We had some bugs when we tried to put it in this build and it caused the game to stop triggering some events. So we need just some more time.
Finally here's the change list.
Changelist 2/28
- 8 new scenes added
- Bread loaf, carrot and rations items updated with new art
- Scene tool added to game
- Updated the Travel map, now you have arrows on screen to move the screen
- Fixed the armor bug with it turning black on some items.
- Updated loot to spawn items that makes sense for items to appear.
Lastly, I'll be slowly updating the Patreon soon. I wanted to try to do all of it in one go, but it's just better if I do it over time. So I'll be changing a few things and I'll make a new post about it when able.
That's it for now, thank you all for your support.