Funded! This project was successfully funded on July 5, 2012.

Update #29 - For backers only

Code Repository, More on Refunds

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Update #28 - For backers only

Refunds (Addendum)

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Update #27 - For backers only

Refund Instructions, Open Sourcing

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Update #26 - For backers only

Update: Future Refunds, Game Code

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Update #25

Build: Alpha Tech Demo v0.9

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Hey, backers - I have a build for you! This build should be cross-platform, by the way, but let me know if you're using a non-Windows OS and have difficulties.

Unfortunately I wasn't able to include as much new stuff as I would have hoped; I had to take a major detour to begin plotting out how I want to revamp the raw text files, and I've started to implement that. I realized it was necessary to do this before I can start really cracking on crafting - because the crafting system will rely heavily on input from the raws in order to function, and I want to make sure the whole process is modifiable to the greatest degree possible. This will be doubly important when creatures are introduced within the next couple of builds, since the crafting/looting system will depend on their raw files as well. Anyway, for now, that means the build will still primarily just be a world generator, but there will be a couple of cool improvements:

1. The graphics.

2. Regional generation now works for everywhere (except arctic areas, don't try yet or you'll crash).

3. The actual process of crafting does work, if you want to fool around with it - just emulate what I did in the relevant development videos (cut down a tree, build a fire, et cetera).

4. Day/night cycle is functional.

5. New menus, UI, et cetera - although the functionality of much of this stuff has either been disabled (until I tweak it more, like the hotbar or the journal/skill screens). By the way, you can now adjust the volume directly in game via the audio menu under 'Options', though the video options aren't implemented (mostly because I'm still seeing if I can force the libtcod console to adjust its size dynamically without a restart).

6. You can now save/load properly. The stuff you build via the construction system will also be persistent through saves. Because farming/foraging hasn't been implemented yet (due to my revamp of the raw structures), I've disabled starvation/sleep deprivation/death via thirst, primarily because they would be an annoyance with no purpose for now. 

I think I'll probably try to release an intermediate build between now and the end of this month (or next month) as soon as my work on the raws is finished with the first iteration of crafting/resource gathering and production in place, so you might see another build within 2-3 weeks if I can manage a lot of progress in that time.

So, there's not as much mechanical improvement as I'd hoped - however, I promised a build, and so there will be a build! I'm going to call this one the last 'tech demo' build and bump it up to alpha tech demo 0.9; our next build will be the first plain ol' alpha build, i.e., no longer just a simulation, but an actual game (albeit one that's very rough around the edges).

Download Empyrea Alpha Tech Demo v0.9


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