Category: Patreon

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  • Weekly Dev Log

    Hello again everyone! I hope you all had a great weekend! Today, I’ve got a bit of a status update for you all.

    Progress! The updates to Unreal and the ACFU toolset and base code are all complete and the lingering bugs have been ironed out. The build properly packages and runs without error again. As a bonus, (I was on a roll and just wanted to keep going!) I started reimplementing the enemy AI as well. The functionality that changed has all been figured out (as well as I can figure it out in one weekend, at least) and I’ve reimplemented all the base template enemies I’ll be expanding on for the melee, ranged, and magic users. To ensure that it’s all set up right, I went ahead and reimplemented the “Tutorial Level” version of the melee enemy and it was fully functional and properly attacking me during testing. Success! I ran out of time, but I will be implementing the tutorial versions of the magic and ranged enemies as well. Going foward, I have my base in place to continue expanding the enemy list and adding new versions for later areas.

    I also spent some time bug hunting. There were a few issues that resurfaced with the new updates to ACFU, but I’ve gotten them fixed as well. All in all, it was a very productive weekend!

    I’m going to continue woring through adding new enemies and AI and I’ll start getting them into the world in select places next weekend. I don’t feel like I’ll have a build ready to release then, but it’s not too much furthe away, either. Unfortunately, the last weekend of August I’ll be out of town and won’t be able to work. So, let’s tentatively say that I want a build out for testing in September. Let’s go with that for now, but I reserve the right to hold the build back if there are any horrible bugs that need fixing before I feel comfortable building.

    So, keep checking back for all that juicy Cursed Crown news! Thanks for tuning in yet again, everyone! Until next time, keep on gaming!

  • Weekend Dev. Update

    Hello everyone! It’s that time again!

    Work is continuing well on the development of version 0.5.0! This weekend I fixed a few more of the lingering issues that popped up while upgrading the engine and framework:

    • Quest System Fixed

    • Broken HUD System

      • This was two separate parts in actuatlity. I had to dive into the new changes that power the framework’s underlying HUD functionality. It’s changed a lot since the last update and what I had set up just didn’t function any more. Once I got the system itself figured out and set in place, I updated the HUD itself to get it back into the state I had the old version.

    • Fixed Broken Water Effects in El’Mi Temple

    I also closed the bug for the broken post-processing volumes in the dungeons and mini-dungeons. I instead upgraded that to a full task and scheduled it for a tentative 0.5.1 version. It doesn’t break any functionality; it just makes the dungeon areas look a bit ugly for now.

    I wanted to get a build out that I could use to properly test and ensure nothing broke with the main menu or the level loading process, but for some reason the build fails when it didn’t before. I don’t have time to investigate further this weekend, but that will be where I start next weekend. Once the build is out, I’ll put it through its paces and identify any other bugs that need to be squashed before finalizing and publishing the 0.5.0 build for public testing.

    Hopefully it all goes smoothly and I can get a build up soon! Until next time, everyone, thanks for stopping in and keep on gaming!

  • Weekend Development Update

    Hello everyone! I hope you’re all having a wonderful weekend!

    I’m happy to report that the update of the engine and framework I’m using has gone off mostly without a hitch! I’m done the updates themselves and all that’s left is to fix the blueprints and classes that broke as during the update process. I won’t promise everything that was broken has been found, but as long as there are no breakages that ruin the experience, I can put them on the backlog instead of worrying about them at this moment. I have identified 15 different blueprints that require fixing right now, and I’ve gotten through 5 of them already.

    Once those fixes are made, though, I think the game will be well on its way to a release of version 0.5.0 and I can start working on getting the AI enemies fully implemented and placed around the world.

    Thanks for stopping in and having a look! I hope to have more news for everyone soon! Until next time, everyone, keep on gaming!

  • Weekend Dev Log! Engine/plugin updates successful, build complete, ironing out bugs. Starting AI ASAP!

  • Cursed Crown Development Roadmap

    Good morning, everyone! I gave myself the task to try to develop a roadmap for the features I have planned for Cursed Crown between now and when I release. After mocking up a few designs, I settled on what I’ve attached to this post. Let’s break it down.

    Version 0.5.0: The Modernization Update

    In this update, I plan to make the final updates to the tool versions I intend to use, barring anything unforeseen such as critical security fixes or similar. What I need to get done here is updating the Unreal Engine from version 5.6 to version 5.7. With that update, I’ll be forced to update the framework plugin I’m using, ACFU, to its most up-to-date version. Either one of these updates would be pretty benign on its own, but the last time I had to update both simultaneously, there were issues that arose that caused the upgrade to take weeks instead of hours.

    Why do this update? Having the most up-to-date version of the tools allows me to make use of the most poweful and feature-rich versions while making sure that any security updates are also included. This update will also signify the final time I do this during the development cycle prior to the full release. If the game is popular enough and there is enough demand or compelling reason to do so, it’s possible I could upgrade again post-release. But that’s definitely not going to be decided untl the time comes.

    Vesion 0.6.0: AI and Enemies

    During the last large Unreal Engine and ACFU update, the AI I had written broke. I wasn’t able to solve it in a timely manner and simply removed the few enemies that were peppered into the testing landscape. Now that the game is larger and the tools will be updated to their final versions, it’s time to add the AI back in.

    Why do this update? This one should be obvious, but in case it’s not: the world is pretty boring without any enemies to fight. Even during testing prior to a version build, it feels to even me that the world is barren. This needs fixing.

    Version 0.7.0: Early Access

    I want to get the game into Steam Early Access in a timely manner so people can test it and generate some hype.

    Why do this update? It’s a necessary step toward releasing the game. I want to do it early so there’s enough time for people to get an idea of what will be included, but not so early that it doesn’t actually represent the game’s final vision. Version 0.7.0 seems like a reasonable point in development.

    Version 0.8.0: The Flora and Fauna Update

    Once the development of the game reaches a state where it’s able to be started, played, and completed, I want to make it “prettier.” I expect that the minimum viable product (MVP) includes all the planned dungeons and bosses to let the player reach credits and feel satisfied. But if I progress with my current plans, the world may still feel barren. The plan for this update is to break the overworld into a grid of 8×8 or 10×10 sections and spend time hand-tweaking each section to include more flora and fauna. (Hence the version title!) My intention is to also include things like birds or rabbits that you can stumble upon as you travel and will act realistically, running or flying away when they spot you.

    Why do this update? The world of Valerath lives in my head. I want to do it justice, and the barren “desert” devoid of life that I’ve been creating doesn’t really represent the vibrancy that should exist.

    Version 1.0.0: The Full Release

    This release will be the full vision of the game. All the NPCs, dungeons, caves, and monsters will be here and woring.

    Why do this update? This is what it all culminates in. Without this update, there is no reason for any of the releases leading up to it.

    The Future

    Now, what you see here is a set of guide posts. It shouldn’t be expected to represent all the development that will be done between now and the game’s release. Having 0.5.0 lead immediately into 0.6.0 isn’t realistic and you should expect to see 0.5.1, 0.5.2, and any other intermediate steps between. Also, remember that as a single person making all this, plans can, and very well may, change. I will try to keep to the plans, but I’ll make sure everyone is updated when they change.

    Thank you all for sticking with me through this. The future looks bright, but long. As we keep marching forward, keep on gaming!

  • Version 0.4.3 Beta Completed!

    Hello everyone! It’s that time again: release time! Today, I present version 0.4.3 for your testing and assessment. I wanted to have it put last weekend, but I made the build and during preliminary testing I discovered a couple issues that I wanted to correct before publishing.

    New things to look out for:

    • New mini dungeon: Refuge of the Condemned.

    • Optimizations in the crafting ingredient harvesting and saving systems.

    You shouldn’t notice any functional differences in the harvesting and creating, by design, but behind the scenes it’s a bit easier for me to maintain and add new ingredients and recipes for. The saving system is a bit of a different story. Functionally it’s working perfectly as intended, but it’s slower than I want it to be. But let’s make a deal: if you forgive it for now, I’ll make sure it’s a system that I continue to revisit and optimize. Okay?

    Refuge of the Condemned is a new mini dungeon available right now. You can find a pre-unlocked fast travel point that you can warp directly to from the starting position. The structure, lighting, and details for the dungeon are set, but the sky atmosphere lighting does make it look a bit weird. I’ve added that as an issue to address soon.

    I’m noticing as I play and test new builds that the world feels… well, empty. And I guess that’s because it is, isn’t it? I’m going to start focusing on rebuilding the AI for enemies and get some of them back in the game and start repopulating the areas. I also have a plan for how to further flesh out the world throughout development, but more on that as details are finalized on my end.

    Once the upload of the new build is finished, I’ll put up some download links here and in Discord. You can always find updates on the Discord server or at 6fpsNetwork.com, but news and updates related to Cursed Crown will always be found here as well. Unfortunately, I can at least guarantee that there won’t be any more CC dev this weekend as one of my open sourced projects has a couple new issues that popped up recently and they need addressing, and, holiday weekend or not, I have to do some work for my nine-to-five as well. In the meantime, though, be sure to download the new build and take a look. Leave any feedback you can come up with here or on Discord. And most importantly, have yourself a great weekend, whether you have a holiday or not wherever you are. Keep on gaming, everyone!

  • Weekend Dev Log

    Hello and good morning, everyone! I hope you all had a wonderful weekend!

    Not much forward progress with bug fixing and new features this weekend, but I spent time running through things in the Unreal Editor and making sure that everything I had in there seemed like it was working properly. There are a couple tiny little bugs, mostly graphical, that aren’t detrimental to testers playing and giving feedback. Since nothing new or major was discovered, I decided it’s time to put the testing build for 0.5.0 together. I’m in the process of building the actual packages to give the build a test outside the Editor and, if nothing shows up to cause any breakages, I’ll get that build sent to the testers and release it on here! Give me a bit of time to test and try to fix any silly little errors that show up, and I’ll keep everyone updated.

    Once 0.5.0 is ready, I’ll start compiling a list of the most critical bugs that need addressing and create a 0.5.1 bugfix build. Then next will come the push for 0.6.0 to add AI and enemies into the game! As we start work on that, I’ll share what the plans are, but I’m going to continue focusing on 0.5.x for now so I don’t get too distracted.

    We’re nearing the home stretch for getting 0.5.0 in the hands of the testers and players! My humble thanks to everyone for continuing to stop in and show your support. Keep an eye out for news; it should be soon now!

    Until next time, everyone! Thank you all for stopping in! Keep on gaming!

  • Weekend Dev. Log

    Good afternoon everyone! I don’t have a new build this week as I’m still in the middle of development of new features. But I wanted to give everyone an update on some of the progress I’ve been making in an effort to keep you all as up to date as possible.

    Here is a short preview of the new mini dungeon that I’ve been working on for a bit now. I hope it demonstrates some good progress in my level building skills. I know that the El’Mi Ruins are pretty basic in design compared to this. Building this cave also felt like a smoother process, if that makes sense. Of course, I’ll be revisiting these maps as the game progresses. I’ll add some new additions in and I’ll have to place enemies and pickups as they’re ready for use as well. So expect more in the weeks to come. For now, though, thanks for tuning in and keep on gaming!