June 2014

  • New Faction Tech, Mod Fixes, Upcoming Beta, and OOO Tomorrow

    dcfedor's picture

    Hey Folks! Hope everyone had a good weekend. Our internet's still pretty flaky, so I'm going to type my news offline, and hope for a brief window to upload it.

    First of all, v0.9922b seems like it might be good enough to replace v0.987b, so I'm going to try to do that this week. There are a few issues with it (there always are!), but I think the net package is an improvement over 0.987b.

  • New Encounter and Faction Work

    dcfedor's picture

    My internet access has been flaky today, so I'll post news quickly while I've got a window.

    I just about finished adding all nodes for the new encounter in the editor, and it's a pretty big web of choices. All the branches and text are in place, and the next step is to start assigning game variables and other settings to each.

    In addition, the new encounter location involves a faction, so I've been working on some new equipment:

  • New Test Build 0.9922b: AI, Campsite, and Modding Fixes

    dcfedor's picture

    I've just finished uploading new test beta 0.9922b, which fixes issues with AI, campsites, and some modding features.

  • Campsite and AI Bugs

    dcfedor's picture

    Looks like there will be another test build tomorrow. It turns out there are a few more bugs in the campsite and AI systems.

    The AI bug seems to be caused by the new mod-merging data loader. It was causing AI faction standings to be off by one ID number, which caused the last creature loaded (ATN female warrior) to have no faction info. As a result, they would always attack first, and talk later. Probably, some other AI types were misbehaving, too. I think I've got that sorted out now.

  • New Encounter Work

    dcfedor's picture

    It was back to encounter work today. And the next one's turning out to be a doozy:

    IMAGE(http://www.bluebottlegames.com/img/screenshots/screenshot-2014-06-24.png) Current encounter editor screenshot.

    I estimate I'm about 2/3rds of the way through mapping it out. And after that, I need to go back and hook up all the items, conditions, and other logical data for each node. And, of course, test each of the paths.

  • New Test Build 0.9921b: Modding Fixes for Big UI Mode, Loot Fixes

    dcfedor's picture

    I've just finished uploading new test beta 0.9921b, which fixes issues with Big UI mode when loading some mods, as well as some minor loot table issues in the vanilla game.

  • New Plot Encounter Work, and Mod Fixes

    dcfedor's picture

    I started working on a new plot encounter today, which takes place in a new location:

    IMAGE(http://www.bluebottlegames.com/img/screenshots/screenshot-2014-06-20.png) A unique fixer-upper opportunity.

  • Retiring the Feature Voting System

    dcfedor's picture

    Starting today, the feature voting system is being gradually dismantled in preparation for NEO Scavenger's upcoming release (estimated to be late summer).

    Over the past few years, players who purchased the game here and on Desura received one (or more) feature votes with which they could voice their preferences on upcoming features. And during that time, it was tremendously helpful to me in gauging interest in certain features.

  • New Test Build 0.992b: Modding Fixes for Encounters, Hardware, and More

    dcfedor's picture

    I've just finished uploading new test beta 0.992b, which fixes issues with mod merging in encounters, hardware items, and non-sequential data loading. It should fix the most commonly found issues modders have seen in recent builds.

  • Mod ID Remapping Fixes

    dcfedor's picture

    Hey Folks! Hope everyone had a good weekend. Things were pretty good here, though taxes reared their ugly head again. Always stress-inducing, they are. One of the many down-sides to game dev: everything that isn't game dev :)

    Today was spent working on mod remapping bugs. Kaaven's found a few subtle bugs in the remapper, and it's been a matter of tracking them down and fixing them.

  • New Test Build 0.991b: More Modding Fixes, and OOO Monday

    dcfedor's picture

    I've just finished uploading new test beta 0.991b, which fixes several additional issues found in the mod-loading system, as well as a few minor "vanilla game" bugs.

  • New Test Build 0.990b: Modding Fixes

    dcfedor's picture

    I've just finished uploading new test beta 0.990b, which fixes several issues found in the mod-loading system, as well as a few minor "vanilla game" bugs.

  • 0.989b Modding Bug

    dcfedor's picture

    Hey Folks!

    So far, 0.989b seems to be performing rather well. At least for regular players.

    For modders, on the other hand, there appears to be a big bug. Namely, it's impossible to add items with new conditions, attackmodes, etc. It turns out that I overlooked a bug in the way mod items are loaded.

  • New Test Build 0.989b: Bug Fixes and Gameplay Balancing

    dcfedor's picture

    I've just finished uploading new test beta 0.989b, which includes the fix for save/load issues found in 0.988b, as well as several other fixes and gameplay balancing.

  • Working on fixes for 0.988b

    dcfedor's picture

    Hey Folks! Hope everyone had a good weekend. Mine was pretty exhausting, what with US taxes, household chores, errands, etc. I'm seriously eyeing-up Friday or Monday as a day off :)

    First, though, I want to see if I can clean up some of the bugs people have found in 0.988b. It's a fairly stable build, but with one major problem: save/load breaks after several iterations.

  • New Test Build 0.988b: Mod-Merging, Sound Effects, T-Shirts, New Game Over Screen

    dcfedor's picture

    I've just finished uploading new test beta 0.988b, which now supports loading multiple mods. It also has many new sound effects, new t-shirts from the design contest, a new Game Over screen, and more!

  • Gameplay Video Done, Encounter Spec Review

    dcfedor's picture

    I finished the 3-minute gameplay video for Indie Megabooth this morning, and I think it's probably good enough to do the job. I'll probably upload it overnight (big file), and decide over the next two days if that's my final version or not. They've specifically said they're not looking for a polished trailer, but rather footage of gameplay. They want to see quickly what one does in the game, and I think I managed to do so.

    That said, man, was it hard to fit into 3 minutes! I managed to show video captures of me narrating:

  • Build Prep, Bugs, and Indie Megabooth

    dcfedor's picture

    I started looking into a new build today. I got to a certain point, then realized that I've significantly changed the file structure. So I started working on a sample mod and override mod, so people could see how it needs to be setup.

    Well lo and behold, there was a bug! It turns out that some of the item parsers were missing mod-specific remappers, and I had to plug the holes.

  • Plot Review

    dcfedor's picture

    Today was almost exclusively spent on plot work. As mentioned earlier, Harald's latest encounter spec came in, and it's a doozy. With some 160 encounter nodes, I was still not finished reviewing it by day's end. And even so, I have 2 full pages of notes on what I read.

    Tomorrow, I'll be finishing review of the last couple dozen nodes, and then sorting out my notes and questions. The aim here will be to make sure all plot points line up, details make sense, and bases are covered. Since it's intended to be the finale, it warrants extra scrutiny.

  • Game Over Screen Polish, New Audio

    dcfedor's picture

    Hey Folks! Hope you had a good weekend. We actually took some time to get out and explore this weekend, and immediately regretted not doing it sooner. There are some very picturesque places nearby for those willing to drive down every side road!