Friday, April 25, 2008
Frayed Knights - Pilot Release Hours Away...
More Tales from the development of Frayed Knights, the indie RPG of humor and high fantasy.There really ain't much to tell. Not that this has ever stopped me before.
My drop-dead date is Tuesday. I need to get the file to a magazine on that date. I'm trying to get another beta out tomorrow-esque for the testers to hammer on. There's so much I wanted to get in for this release, but won't make it. But I think the game is fun, and will do a good job of what it's intended to do - solicit feedback, and gauge the reaction of players.
The automap is back in, and better than before. This was the biggest, most critical task I've been facing, one that I wanted to get in before Beta, but failed to pull off. Aside from that, and implementing a few very minor suggestions, I'm focused entirely on bug-fixes. Doors that don't work right. Scrolling on the party inventory that isn't functioning properly. Etc.
The biggest frustration at this stage of the game is that things are progressing excruciatingly slowly. I'll be very glad when this pilot release is done and we can go crazy again with content. I expect the game WILL metamorphize somewhat in its core code based on player feedback. However, my hope is - now that we have a semi-stable game, it'll be content city. Scripts, dialogs, maps, monsters, treasures, and character progression, baby!
Watch this space for the announcement of the public release.
Labels: Frayed Knights, programming
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Jay,
It has been interesting to follow the progress of Frayed Knights. I'm glad you decided to blog about the process.
It has been interesting to follow the progress of Frayed Knights. I'm glad you decided to blog about the process.
Thanks. Sorry this one is so content-light this week (this month, really)... but that's the stage of development we're in. An awful lot of time just goes into the boring stuff.
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