April 2012

New Beta Build: Camps, Darkness, Torches, and More!

I just finished uploading a new beta build, and it's a pretty significant set of changes. As with any build, there may be some wonkiness and bugs to sort out. This build may be especially unruly, as it harbors a number of new systems. So I apologize in advance if it misbehaves. Let me know on the forums if it does!

Unfortunately, I forgot to increment the build number, so it'll still say 0.930b. However, if your new game is missing "Night Vision" from the starting skill selection, then you're seeing the latest.

What does the latest build entail?

Early Bird News: Forums now use BBCode!

Hey Guys! I just made a website change before getting to work on game code. The BBG forums now use BBCode! (I'm sure that stands for "Blue Bottle" Code, and not "Bulletin Board" Code. :)

Hopefully, this makes using the forums less of a pain. Most of the standard tags are supported, and can be referred to here.

Creature Detection, AI, and Torches

Still working on night visibility and creature behavior, though I finally got enough done to start testing torches. It's not acting quite right, though, so I'll be working out the kinks tomorrow.

Night Blindness, Torches, and Creature Detection

I was able to get more done today, thankfully. There were still some lingering camp-stat bugs in the save/load process, but I think I sorted those out. With the camps (mostly) behaving again, it was time to resume progress on day/night changes.

More Camp Bugs

It's been a pretty slow day today, still no stable builds to upload. Camp statistics are still giving me grief, and at one point, a bug was so weird I didn't believe it when I saw it. Normally, when one inspects an object in the IDE, they see a snapshot of the application's data when it paused. However, inspecting the camp's value caused it to change, and worse, close my inspector window. Unsure if my computer was haunted, I decided to upgrade my debugger, in case it helped.

Fatal accidents and other fixes

Still no new builds, unfortunately. I've been tracking down some tricky bugs today, and still have a bit more to do before getting back to night/day effects.

The Real World: Post Apocalyptic Michigan

I've officially come down with something. I guess it's just the regular spring-time sickness I'm due for. Nothing serious, thankfully, just the icky feeling of congestion and soreness. A perfect day to tackle AI code :)

NEO Scavenger: From Dusk Til Dawn

No new builds today, but I've started working on night time changes for the beta. They're based on some really great player feedback, and I'm pretty excited to try them. When complete, the game will probably play a bit differently at night from what you're used to. However, while these changes seem cool in theory, there's always a chance it'll be worse in practice. So once it's up and running, feel free to tell me if you think it improved the game or not.

New Beta Build, and New Order Process

I just finished uploading beta build 0.930b, which includes a few fixes and improvements. But first, I want to mention a change to the order process.

New Order Process

A few customers have expressed concerns about having to enter phone and address info in the order process, particularly when using PayPal. I checked with my payment provider, FastSpring, and they were able to help me change the process to require less info.

New Beta Build: Camp items and accident relief!

I just finished uploading beta build 0.929b, and many may be relieved by the changes to scavenging accidents.

As of tonight's build, the roof collapse and ravine fall are no longer the only accident outcome when scavenging. Instead, there are several other outcomes of lesser severity. Of these new accidents, roughly half have no associated injury at all, and are simply "flavor."