Tyrfing dev blog - TyrLog

Sep 11

Alpha v1.0.4

Alpha version 1.0.4

You can grab the new build here

Changes:

Sep 10

More buildings stuff

More buildings stuff

Sep 09

To give the player a better overview over which territories are actually relevant for him I decided to desaturate territory by influence. So territory owned by the player (or somebody in his dynasty) or somebody who he is at war with has full saturation.
 Having diplomats, spies, trade agreements and so on makes a territory in a sense “more relevant” to the player and thus it gets more saturation.

To give the player a better overview over which territories are actually relevant for him I decided to desaturate territory by influence. So territory owned by the player (or somebody in his dynasty) or somebody who he is at war with has full saturation.

┬áHaving diplomats, spies, trade agreements and so on makes a territory in a sense “more relevant” to the player and thus it gets more saturation.

Aug 02

[video]

Sword & Scroll Alpha 1.0.3 -

For everybody who doesnt trust random anon’s links and is wary of it being malware; here’s also a way to get the game from a trusted source (indieDB).

Aug 01

Sword & Scroll [Alpha 1.0.3]

A month late, but better now than never. This is the first _alpha_ release of Sword & Scroll for the public.

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You can grab it here: www.swordscroll.com

It is still unstable, but features the core game mechanics and also (unstable) multiplayer. The mobile version is available here

or grab it via qrcode

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If you have any problems, feeback or feature requests just file out a ticket at my bugtracker

These are the milestones I intend to tackle in the upcoming versions:

  1. Stability. This is my current core focus. The aim is to get rid of crashes and also possible networking problems due to client<->server not being synchronized.
  2. Intuitivity. The player should be aware what he’s doing, as whom he is playing and what’s going on. I haven’t done much yet for this department despite this being really important. Also the UI needs to be as informative and user-friendly as possible. Many grand-strategy games fail this part, imo.
  3. Basic balancing. Currently game values for income, build costs, production times are just things I took randomly. These badly chosen values lead to gameplay deficits which I intend to get rid of.

Art and game content will be focus in future generation. Tho, in regards to art I am currently considering to search for an artist to team up with since my art skills are kind of limited and at the same time there are many technical things requiring my attention, pushing art improvements far, far down into my TODO-list. I will probably write a more detailed post about this at a later time.

Jul 31

University has finally calmed down a bit (I still have exams, but the hellish ones are over) and my schedule has regained enough normalcy that I can dev again without sacrificing my sleep for several days in a row (I tried to keep it up in june despite university requiring my time and it kinda started to hit my health, dont do this guys, seriously. Better a nodev than a deaddev).
Anyway, currently working on an intermediate server that can spawn new hosted games depending on the number of players and also provides a listing of the spawned games. So you only need to connect via IP for games hosted by friends or something. Eventually LAN games will also be listed here, I guess.

University has finally calmed down a bit (I still have exams, but the hellish ones are over) and my schedule has regained enough normalcy that I can dev again without sacrificing my sleep for several days in a row (I tried to keep it up in june despite university requiring my time and it kinda started to hit my health, dont do this guys, seriously. Better a nodev than a deaddev).

Anyway, currently working on an intermediate server that can spawn new hosted games depending on the number of players and also provides a listing of the spawned games. So you only need to connect via IP for games hosted by friends or something. Eventually LAN games will also be listed here, I guess.

Jun 06

Working on UI improvements and debugging stuff. Adding tooltips to everything so that the player precisely actually knows what his actions do/what requirements they have.

Working on UI improvements and debugging stuff. Adding tooltips to everything so that the player precisely actually knows what his actions do/what requirements they have.

May 30

Spent more time on debugging and fixing multiplayer issues. I want players to be able to join/leave/rejoin a game however they want. This is still being a bit problematic.
Also figured out how to use Ant and made my build scripts (the game is written in java, but the OpenGL binding libraries are platform dependent).
I may consider releasing some sort of prealpha demo in the near future to make some more extensive multiplayer tests.

Spent more time on debugging and fixing multiplayer issues. I want players to be able to join/leave/rejoin a game however they want. This is still being a bit problematic.

Also figured out how to use Ant and made my build scripts (the game is written in java, but the OpenGL binding libraries are platform dependent).

I may consider releasing some sort of prealpha demo in the near future to make some more extensive multiplayer tests.

May 24

Multiplayer mostly works now. Currently working on improving stability and doing some work on the selection menu.

Multiplayer mostly works now. Currently working on improving stability and doing some work on the selection menu.