Saturday, February 2, 2019
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Bugs in Lost Legends

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All the new features are in. The final reported bugs are fixed. And, the latest version of Lost Legends is finally down to testing and adding new art.

Among the major art additions, we’re putting in new models, textures, and animations for the human warrior, as well as adding a new playable race. We’ll get screenshots up for those soon. In future releases we’ll be creating more specific player characters based on what character traits you select.

Testing takes some time, but we think you’ll be happy if we test first ūüėČ

We play the game a lot and try and make it crash or make features break. We also test gameplay to make sure things are working correctly. And, we test with Windows 98, Windows XP, and a few graphics cards to make sure there’s no problem there.

All this testing does uncover some new bugs, and then we get those fixed and we test some more.

So, we’re close now. The screenshots coming soon will hopefully tide you over while we get the final testing done.

 

Thanks for your support, and see you in the dungeon!

New Features in Lost Legends

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First off, big thanks to everyone who’s¬†downloaded¬†the latest release of Lost Legends!

With the latest release put to bed, we figured it was a good time to give you an update on what we’re planning for the next releases of Lost Legends.

First of all, while the latest version of Lost Legends contains lots of great new features and fixes, it was a good deal of time between releases.  So, we plan on making updates more frequently; hopefully no more than a month apart.

We will also be updating the website with game-related documentation in the scriptorium.¬† We’ve¬† already added basic¬†gameplay¬†information, as well as all the default¬†keyboard and mouse mappings.¬† We’ll also be adding additional information on localizing the text of Lost Legends, as well as remapping keyboard and mouse controls.¬† If you’re interested in something specific,¬†please let us know.

As we move toward building out the whole game, we have many large features planned, as well as many smaller features, tweaks, and bug fixes.

The next version will probably be version 0.201, and some of the major features include:

* New personality trait system during character creation
* Player character can be rotated in the character creation screen
* In 3rd person, camera angle can now be changed. So you can go lower, or you can play top down
* New graphics shader model 2.0 and 3.0 support. This makes lighting a lot cooler looking, and we’ll be adding some other cool features too
* New distance fog makes things a lot scarier, especially outside
* Bows and crossbows now drop, and you can equip and use them
* Game automatically tells you if there’s a new version available
* All static menu and UI text converted to localizable text
* Dungeon clutter blocking doors shouldn’t be a problem anymore
* You can replace all static text in the game with a localized version if one exists

Beyond 0.201, the major features we’re planning on adding in the short term include:

* Raising the level cap.  Probably to level 20, if not higher
* Figuring out what we can do to make getting new versions and uploading crash reports  a lot easier
* Improving outdoor and dungeon areas
* New character screen to reflect the new trait and skill systems
* New inventory screen with character doll and many new inventory slots
* Lots of new item drops
* Re-implementing making clothing and armor visible on your player character
* Replacing starting at the world map with starting in Avensvere itself
* Placing NPCs for quests and trade
* New small quests
* New world layout system
* New world travel system
* New campaign quests
* New talent and mastery systems
* Multiplayer support
* New player characters
* New and improved mobs

Beyond that, we will be adding a number of other cool things including more player races, more starting cities, and item crafting.

We hope this gives you an idea of what we’re planning. And, of course, we also look forward to your continued comments and feedback in the¬†Avensvere Inn¬†and¬†email.

Happy holidays, thanks for your support, and see you in the dungeon!

Where in the world is Avensvere?

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Things are cooking along on the next version of Lost Legends, and there are many changes from very small to very large!

Speaking of very large changes …

You may have noticed that while you can have great fun hacking and slashing through each adventure in Lost Legends, there’s a few things missing that make you feel like the adventures don’t really relate to each other.

So, two of the most basic things we’re adding are places to visit to get new quests or just to trade or find the local gossip, and non-playing characters who live in those places.

The town of Avensvere is the starting location for your character (as some sharp sighted forum readers may have already guessed). Avensvere is a small town on the located on the banks of the river Marrum at the edge of King’s Forest.

Founded many hundreds of years ago by woodsmen and hunters, Avensvere’s location on the Marrum between the rolling, densely forested hills of King’s Forest and the gentler glades of the Eastern lowlands soon beckoned to traders and adventurers as well.

From the Avensvere Inn, to the Marrum docks, to the Ox’s Forge, and beyond, Avensvere is a town of many places and many faces!

Thanks for your support, and see you in the dungeon!

Austin Game Conference

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Just back from a couple of days at the Austin Game Conference.  It was a pretty casual event.  Not too into making an MMO right now, which most of the talks were about.  The speech from Rob Pardo at Blizzard on how World of Warcraft was created was pretty interesting.  Vernor Vinge, the science fiction author, gave a speech on where he saw things going, but unfortunately it seemed a bit rambling.  They also had a big room with lots of companies selling technology or trying to recruit.  The MMO engines like Emergent, Big World, and Hero Engine seemed pretty interesting.

Thanks for your support, and see you in the dungeon!