Name: Greg Tedder

I am a Christian, a family man, a college student, a full time worker, a contract developer, and a musician who is currently trying to break in to the indie gaming market. I like games, mainly turn based RPGs, but my interests do wander when a good creative title comes along.

Saturday, April 19, 2008

Aeges Road Alpha 10

Aeges Road is being sealed up and readied for a contest release. A few weeks ago I mistook the deadline and had to back track a bit. This gave me a little bit of time to squeeze in a few more features that should have been there. 


So alpha 10 is out, and this will most likely be the last alpha before the contest release. Once the contest is over in June, alphas start popping up on the site again. I was thinking a summer release of this year was possible, but things have proven me wrong, and now I am just shooting for this year. I hate pushing this back, but at least some of the most frustrating things are behind now. 


The only thing I am still dreading is that there is still a lot more art to be done. The more I do it, the easier it gets, but it is still slow go for me. What will speed this up, is that I now understand the artistic side of an isometric engine, and I am not running blindly trying to piece it all together. Try as I might early on, I just could not get the dimensions and ratios right. :-)


I could spend a lot of time talking about what is working right, but I could spend even more time talking about what I have yet to add in the game and what still needs a bit more polish. Until June, what's there is there for now. Afterwards, I will be revisiting the inventory system and the NPC framework. I might have been able to include the NPC's to finish out the starter level, but it would have been too buggy and too much to get done in time. Overall, I am glad I decided to stick with core components for this release. 


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