Sunday, September 8, 2013

Heroes of Eterna: A Casual Quest


Well folks, we finally have ourselves a finalised title!

These last few weeks, while quiet here, have actually been pretty big weeks for updates with some significant changes having been made. Now then, lets get on to the good stuff!

Monday, August 19, 2013

Big Bugs And Small Fixes

So, I've had on my list a nasty little collision bug for quite a while now. I was sure I'd have to make significant changes to squash it. Well, I didn't! It's fixed, and with just a few lines! After putting it off and putting it off, the problem finally clicked and it was resolved in minutes WOO!

Not much in other news today. New art keeps rolling in at a steady clip, and progress continues to be made.


Updates since the last post



  • Fixed the pesky map collisions bug
  • Linked Item SFX
  • Added fancier Life/Aura bars.
  • Heavy foundation work for Summon skills (It almost looks like it works)
  • Fixed the Seeker skill type. (for real this time!)
  • Added a second Large Map
  • Seriously, fixed that collision bug... It was freaking gross.
  • Fixed monster spawning bug.
  • Several minor bug fixes.
  • Add a little speed to everything.
  • Add support for Boss spawn and boss treasure drops
  • Add Item Debug draw
  • fix Item bounding boxes
  • Fix Player bounding boxes
  • Fix Skill bounding boxes
  • Fix Tombstone (wasn't drawing)
  • Prevent the same map from being picked twice in a row when possible.
    • Prevents region change from blinking in
  • End Gameplay song on shutdown
  • Stop drawing black wave complete box
Stay tuned for more updates as their available.

Monday, August 5, 2013

Still Kickin!

Been a quiet couple of weeks around here (as usual -_- ...), but that doesn't mean things aren't still being done!

While a number of the changes made over the last few weeks have been completely under the hood as I work toward implementing Summons, there are a few things to talk about.

First off, if you look up at the top of the blog here you should see a link to Project Progress. It's a little check list I'm keeping of things to do and I'm lining things off as I complete them.
Next up: A bullet list of updates!

  • Seekers! The Mage's most powerful ability, the Seeking Blast has finally been properly implemented and now homes in on the nearest enemy.
  • Items can now be collected by touching them (rather than just by attacking them).
  • The Revive skill has been implemented
  • Several little bugs have been ruthlessly murdered.
  • The range on a handful of skills has been corrected.
  • Players now have shadows!
  • Several new player and weapon sprites
  • Two fully finished Tilesets!
  • New Fonts
  • More Help Text
See? Not too bad... The pesky map collisions issue is still out there, and I'm still pondering the best way to implement his demise.

Oh, and before I forget:

New Screenshot! We spent some time going over ideas for how best to fill the screen at a REAL resolution (1280x720) when we settled on this here. I think it looks kinda nice, and I'm sure it'll get better as we grow the ideas. The map has been blown up to 29x22 tiles and the ChatBox has been moved off to the left. The Wave display has been moved up to the top left there. All in all I think it's coming along pretty nicely.

That's all for now, till next time!

Thursday, July 18, 2013

Comments

I hadn't initially realized that linking my G+ profile to this blog changed the comment system to G+.

While I generally like G+, I feel like it's a bit to restrictive for general blog comments, and so for now I've disabled them in favour of the regular comment system. Hopefully that will encourage more people to comment on posts, but if it ends up just being a spam storm I'll have to figure something else out.

WHEE!

Monday, July 15, 2013

And Now, Bosses!

I really need to update this thing more frequently... XD

Today's update brings news of Bosses to CQX! Although heavily distracted by Skyrim the last week or so, I've been able to make some fairly significant progress. To start, I re-factored the collision detection system to be a bit more robust (or a lot, really). I've also gotten the Boss logic mostly implemented. Bosses will now spawn on the X9 waves like they're supposed to, and the Spider has had all his behaviours properly implemented!

Video after the jump!

Wednesday, July 3, 2013

The REAL CQX Update!

I promised an update and here it is!

So for those who don't know, my current project is CQX, or Casual Quest XNA (Working title). The project began as a direct port of a BYOND game by Jacob Brennan (IainPeregrine) called Casual Quest. After making significant progress on the project, and taking a long hiatus due to busy times, I finally picked it back up a couple months ago and began making great strides toward completion. Once I realized how quickly the project was progressing, I decided I should ensure I still had permission to continue. I was able to confirm my continued permission to continue relatively quickly, along with a friendly request; If I could manage to re-brand the project with new  art and a new title, it would be appreciated. Which brings us to today. (More details after the jump)

Quick CQX Update for those looking.

Just a quick update regarding CQX (The port of IainPeregrine's Casual Quest):

This project is currently in full and active development. I've acquired the talents of a new artist to assist with this project.

I'll be making a more detailed post this evening, but for now I'll leave you with a video I put together about a month ago: 

Details on progress and my plans to come.