The third official build (Version 0.3) is out. It's still only a preview version, since the main game content is not included yet (still only 4 regions to explore).
The new version supports saving the game.
I now start working on NPC's and quests among other things.
Saturday, November 29, 2008
Friday, November 21, 2008
Preview version out!
Hello!
I am proud to announce the release of a first preview version of Valgards Fate for the Zune.
You find all information you need here:
Valgards Fate
I am proud to announce the release of a first preview version of Valgards Fate for the Zune.
You find all information you need here:
Valgards Fate
Thursday, November 20, 2008
Preview version almost done
I made great progress and the preview version could be available by this weekend!
The version will include most elements of gameplay and consists of 3 regions (areas).
The final version will be much, much bigger, but for a preview version I decided to release a very limited area to let the community take a look at overall gameplay.
Dirk
The version will include most elements of gameplay and consists of 3 regions (areas).
The final version will be much, much bigger, but for a preview version I decided to release a very limited area to let the community take a look at overall gameplay.
Dirk
Tuesday, October 28, 2008
Long time no updates...
I am back from rehab for a while now and I did not post anything here because I did not feel like programming for a while.
But I am back on Valgards Fate since some weeks now and I must admit that there are big problems with the new Zune firmware 3.0 and XNA Game Studio 3.0 Beta update.
All my games just needed 2 line in the project files to be changed to run again. But not Valgards Fate. Somehow the new GS version restricted memory acces a bit more which is why Valgards Fate did not run on the Zune immediately.
I've been trying for some time to get around the problem and I think I am successful now. I needed to redo some parts and add some more parts to my level editor (which is now a tile editor, too) to get around the memory limitations.
Well, this was a lot of work without any visual effect to the game. After I found a solution for the problem I started to redo the user interface which looks like this now:
Hope you like it.
I am currently working on the promised Demo version again.
I am back from rehab for a while now and I did not post anything here because I did not feel like programming for a while.
But I am back on Valgards Fate since some weeks now and I must admit that there are big problems with the new Zune firmware 3.0 and XNA Game Studio 3.0 Beta update.
All my games just needed 2 line in the project files to be changed to run again. But not Valgards Fate. Somehow the new GS version restricted memory acces a bit more which is why Valgards Fate did not run on the Zune immediately.
I've been trying for some time to get around the problem and I think I am successful now. I needed to redo some parts and add some more parts to my level editor (which is now a tile editor, too) to get around the memory limitations.
Well, this was a lot of work without any visual effect to the game. After I found a solution for the problem I started to redo the user interface which looks like this now:
Hope you like it.
I am currently working on the promised Demo version again.
Wednesday, August 20, 2008
3 weeks away and new screens
Hi anybody,
before I leave the house, I wanted to post the latest screenshots here.
Below you can see some outdoor scenerys and also some screens from dungeon levels.
I put a lot of time in imroving graphics and all donations I currently got were used to buy additional assets for the games.
I decided to list the names of the donators in the credits screen to honor the people who support me.
I am in rehab now for three weeks and I don't think I have internet there, so this might be the last post for at least three weeks.
I am planning to work on the game in the evenings there and hopefully there will be a demo-version of Valgards Fate when I am back.
Have fun!
Dirk
before I leave the house, I wanted to post the latest screenshots here.
Below you can see some outdoor scenerys and also some screens from dungeon levels.
I put a lot of time in imroving graphics and all donations I currently got were used to buy additional assets for the games.
I decided to list the names of the donators in the credits screen to honor the people who support me.
I am in rehab now for three weeks and I don't think I have internet there, so this might be the last post for at least three weeks.
I am planning to work on the game in the evenings there and hopefully there will be a demo-version of Valgards Fate when I am back.
Have fun!
Dirk
Wednesday, July 30, 2008
Outdoor levels
One of the things in my concept was, that the game does not start in the labyrinth, but outdoors in the forest. The player has to search the entrance of the labyrinth as one of the first tasks to master. So I needed to make it possible to use different tilesets and after a bit of work I finally got it to work. The game (and the editor) now supports different tilesets, which allows different visual appearances of the levels. I will upload a video of the current progress soon. Stay tuned!
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