Thanks everyone for your support so far! NEO Scavenger's Greenlight campaign has had over 8000 visitors to date, a 77% approval rating, and the "caluclated ratings" ticked up from 0% to 1% this morning!
1% may not sound like a lot, but even heavy hitters like Project Zomboid, with over 100k visitors, have 8%. So not too shabby!
Not much to show today, though it was busy as ever.
Most of the day was spent going through the application process for Desura. Things are looking good for adding NEO Scavenger to their service, though I still need to sort out a few details.
I also messed around with Linux builds today. Getting Ubuntu running on my laptop was a bit of a bust, as I think the laptop was way too weak to run it using Wubi. Lubuntu, however, is running much better. Enough so that I was able to compile and test an executable version of NEO Scavenger there.
I've just finished uploading new beta build v0.949b. This build includes a pretty large number of bug fixes and balance tweaks. However, one of the more interesting changes involves our familiar cryo facility.
Return to the Cryo Facility
A few players had asked in the past to be able to return to the cryo facility later in the game, in case they wanted to search again for clues, or didn't get a chance to earlier in the game. That makes a lot of sense, so I rewired a few things to allow that to happen.
Still no new build yet, though we're getting close. Trying to sort out a few more issues before uploading the new beta build.
The More You Know...
So it turns out there's a pretty funny bug in the game right now. If one takes painkillers and then drinks whiskey, they may go into shock and never wake up once the effects wear off. Kinda like real life!
I was trying to get a new content update ready for tonight, but it's taking a bit longer than expected. So, unfortunately, no new build tonight. And what's more, I'll be out of the office tomorrow. Sorry!
However, I feel bad leaving for the weekend without at least sharing something. So, I figured I'd share some new item art on it's way:
Only a few bug fixes today, so I'm not going to upload a new beta version just yet.
However, I've got a plan that I think I'm happy with for updating the demo. It was hard coming up with the right balance of features/content to keep vs. limit in the demo, but I may have a good compromise. I've started work on that today, and hopefully I can have the demo updated within a week.
I've just uploaded a new beta build. It's still labeled v0.946b (doh! forgot to change it), but the timestamp next to the version should read August 10, 2012.
This build addresses a pretty major bug in combat which caused the game to crash if the player ever restarted or loaded a game after playing for a while. Usually, this resulted in an empty combat screen, a lot like this thread.
I just finished uploading a new beta build, v0.946b. The build includes several fixes, balance tweaks, and some new content.
Josh's second piece is now in the game! You'll hear it crescendo slowly into the foreground in the skill selection screen. It's ripe with dark pensiveness and anticipation, perfect for planning your ability strategy!
You'll also start seeing a new item in the game: the first aid kit.