Download the 0.3.1 beta test build here: https://www.6fpsnetwork.com/download/cursed-crown-beta-0-3-1-20250302-patreon-download/
Password: cgMP2RafQ#B$nL$4
Download the 0.3.1 beta test build here: https://www.6fpsnetwork.com/download/cursed-crown-beta-0-3-1-20250302-patreon-download/
Password: cgMP2RafQ#B$nL$4
Hello everyone! While there’s no new build this time, I wanted to update everyone on the current progress.
I’ve added some signposts into the game. It might not seem like much, but they provide a way for me to add lore and information to the game when you read them. I had a bit of a rough time configuring some aspects of them, but I’ve gotten them working. There are two types of signs: standard and developer commentary. At the moment, they look identical, but I’ll work on differentiating them some as I progress and see just how much they’ll be used. Currently, the developer commentary signs won’t show up by default, but will display if you activate them. You can activate them by toggling the developer commentary cheat.
Yes, that’s right, there is a system for adding cheats into the game now. This one was also a bit of a rough implementation. But now that the system is working, there are two cheats available: the previously-mentioned developer commentary activation and a player invulnerability mode. If you toggle this one, enemies will pose no threat to you as you explore the beta of the game. Don’t necessarily expect these to be present in the final builds of the game, but they currently exist in the beta and you’ll be able to play with them when I publish the next build.
I also added some of the region announcement volumes I created to the level. I don’t have many yet, but I also don’t have many locations that need naming and announcing yet.
It doesn’t sound like much, but I assure you that it was probably more work than you’re imagining to get it working. I’m going to keep moving forward, even if the going is slow. Thanks for sticking around while I get the base of my world set up so I can proceed faster as everything gets closer and closer to completion. Until next time, everyone: keep on gaming!
Hello again everyone! Welcome back! I’ve got another week of updates that I’m pretty excited for. I set a few tasks out for myself this week and I accomplished them, for the most part, though I’m not totally satisfied with my progress on one of them.
This coming week, I’ve tentatively scheduled the following:
I know it’s not as much as I often do, but I expect that building the dungeon is going to take most of my time, so I want to make sure I don’t try to stretch myself too thin. I would probably have just scheduled only the dungeon building, but for what I want to do, the door updates will be useful.
You can probably imagine that with the updates to the overworld to allow easier exploration, a new build is due. And you’d be correct! Head over to the downloads section to grab it if you’re a member of the dev or test team. If you’re visiting from Patreon, you can find the Patreon download password in the announcement post over there! I hope you have a great time exploring the island. I know it’s pretty barren right now, but that will change as we progress through the beta phase and push toward a full release.
Thanks for sticking with me, everyone! I hope you all have a wonderful weekend and coming week! Until next time, keep on gaming!
Hello everyone! Today I wanted to just put out a quick update on the state of the game’s development. I know it’s been a little while, but with the holidays and dealing with issues that arose from the updates I tried to make to the development software, this update took a bit longer than I wanted it to.
Please see the separate post for the link to the new beta build.
What you, as a player, can expect to see in this update is the brand new overworld map for the game. It’s desolate at the moment, but it can be loaded (via ‘New Game’ on the main menu) and explored at your leisure.
On the backend of development, I updated Unreal Engine (to 5.5.1), ACF (to ACFU 1.1), and the ACF code samples. These updates caused a lot of headache trying to get working and necessitated nearly a full rewrite of all the work I’ve done so far, hence the delays.
But we’re back on track and I’ve put together a new build for everyone to try out. Please let me know what you think and report any issues that show up. For a full list of work, see the development log for this week on 6fpsnetwork.com.
Thanks everyone, and keep on gaming!
Hello everyone and thanks for stopping in! I know it’s been a while since I last updated, but I promise that I wasn’t just sitting idle. Well, for a little while I was; it was Christmas after all. I hope you all had the opportunity to spend some time with family and friends during the holiday season.
When we last left off, I had been trying to update Unreal Engine, ACF tools, and the ACF sample project. The ACF update was from three separate engine plugins to ACF Ultimate, the single plugin that encompassed the entire set of tools. The Unreal Engine update was from version 5.4 to 5.5, which is a pretty big jump in terms of functionality. And the sample project code update included changes to the core setup with how the project was built as in introduced things like GASP and motion matching blueprints. Needless to say, this process didn’t really go well. By the time I got all the software updated, just trying to open the project in the engine editor caused the editor to throw a segfault and crash to desktop. I couldn’t even load things to try to correct problems. I wanted to revert, but as far as I’ve been able to find, I can’t downgrade plugins or packages from the Unreal Marketplace (now Fab.com) and I was stuck with the updated ACF tools, whether I tried to use the ACFU single package or the older ACF separate plugins. In the end, I was forced to basically update all the packages and tools and, well, start the project over. And, while it took me a while to get things back up and running, I was able to get back to essentially where I started and make some further progress.
It might not seem like a lot of progress has been done, but it sure felt like a lot from this side of the keyboard. I hope you enjoy the new level and come back to see it as it grows. If you have access to the build, be sure to check the downloads page to grab it and let me know what you think. My task list is filling up with new things that need to get done and the fact is that some of the updates I’ll have to work on won’t have forward-facing functionality at first. In these cases, I may not bother to put out a new build, but when I have updates that you can test and see, I’ll make sure a new build is published. So be sure to check back here and on the Patreon page. Until next time, everyone, thank you so much for stopping in and keep on gaming!
Hello everyone and welcome back! I started my end-of-year vacation from my full time job on Wednesday, so I’ve had more time to work on The Cursed Crown this week. I unfortunately ran out of time to play around with the crafting system, but I finished out all the other work I planned for the week as well as adding some extra work in and completing that.
I initially planned to experiment with the crafting system, experiment with the saving and loading system, and experiment with the fast travel system. By the end of the week, I also added in the enemy class upgrade task and created and added a new task to create an open world sandbox for development and testing.
Even though I didn’t quite finish everything that I wanted to get done, the update log is pretty long, so let’s get to it!
Update: I woke up early Friday morning and decided that I wanted to experiment with this system just to see what it will entail to implement it later. So, in the end, everything I wanted to complete this week is done. And then some!
Thanks again for stopping in. It’s time for me to try to relax a bit for the weekend. I can’t promise much work due to a social gathering I am attending on Saturday, but I’ll do what I can. Since I have off next week, progress will still be better than on normal weeks anyway. I’ll have to decide what I’m going to plan for the next steps.
In the meantime, I hope you all have a wonderful weekend! Until next time, keep on gaming everyone!
Hello everyone, and welcome back! I’m feeling mostly better after being sick last week, but I’ve got some lingering symptoms that haven’t quite dissipated yet. Still, I wanted to make sure I got some work done on the project. I tried to not be overly ambitious, so I set myself three tasks to work on with a stretch goal of a fourth.
Unfortunately, a breaking bug was brought to my attention that caused an assertion error and crash with version 0.2.0. That became the highest priority and required looking into before actually looking at the tasks I wanted to accomplish this weekend.
In the end, I was able to solve the issue with the crashing and I accomplished a fair amount based on what I planned for myself so I’m not disappointed with the amount of work I got accomplished. I would have liked to have more “tangible” results that I could have used to push a fresh build out, but sometimes, planning is more important. I have two more days of work at my full time job this year before I’m on vacation from it until the second week of January. I want to spend some time getting work accomplished on the project. I don’t know what tangible results will be available since I won’t really have the terrain I want to use, but I will ensure that I’m still updating everyone here and on Patreon, so keep an eye out.
Until next time, everyone, have a wonderful weekend and keep on gaming!
Hello everyone! Today’s update is: there’s no update! Unfortunately, I’ve been ill all week. My fever’s broken and I’ve turned the corner, but I’m not up for getting into my editor at this point. I’ll still be trying to get some project work done, but it will be things like organization and behind-the-scenes things. I’m considering experimenting with organizing the work into sprints so I can utilize charts for outputs, but I don’t know what would work best for a time period on that. Perhaps some time going that this weekend will provide some insight.
Thanks for sticking with me through this. I hope you all have a wonderful weekend. Keep on grabbing!
Hello again, everyone! I hope you’re having a good weekend. I’ve been getting some work done throughout the week here, but I admit that not a lot of it has been direct development. That doesn’t mean that I’ve been idle, though!
I spent a couple days this week migrating the entire development git repository over to Microsoft Azure DevOps. I was beginning to have issues using GitLab due to the size of my repository. I figured that if I was going to have to pay to host my project as I worked on it, I would shop around and find the best value for my money. I settled on Azure due to the features I can get for my budget. Migrating the repo was the easy part, but I had to spend some time cleaning up my task backlog and moving it all over to the boards on DevOps. Once I managed to get everything moved, I turned to organization. DevOps gave me the ability to set things up in a more Agile fashion, as I’m accustomed to from my full time job. I don’t think I’ll be necessarily forcing myself into time-boxed sprints, but I may start using them for organization purposes. At the moment, I’ve organized things into epics, features, and stories. That has helped me get a good grasp on the work that I need to accomplish to move things onto the next step. Then I spent more time putting together new features for the functionality that I want in the game along with some stories to start fleshing things out. If this sounds complicated to you, just imagine how long I had to spend doing it.
But that’s all done for now. I will have to refine things as I progress and more features will get added as the current ones are complete and new ones are decided upon. But I needed to get this done. The need was two-fold. One: I wanted a good base on which to build my work going forward. Everything that I did up to now feels really disorganized compared to what I have set up so far. And two: if you don’t have multiple backups with at least one being off-site, you don’t have backups. Due to GitLab’s size limits, I had my code all stored on a Linux server in my basement. It worked wonderfully, but if my home burnt down or was burgled while I was out, I would have nothing to show for the last year of work. Now, I’m protected.
But, I did manage to close out two stories:
I’d love to be able to update everyone with detailed reports and readouts from the project, but I don’t know exactly how to do that with DevOps yet. There are a lot of report options, but I have to decipher their creation then find a way to export them in a way that I can display them here. At the very least, I want to be able to provide the same progress bars that I was providing for how far along I was with the alpha development. That doesn’t seem to exist in its simplest form like it did with GitLab. I’ll see what I can get figured out, though.
For now, thank you all for stopping in once again. I hope you have a wonderful weekend and Thanksgiving, if you celebrate. Until next time, keep on gaming!