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Archive for the ‘Legacy of Heroes’ Category

While the patch itself went live last night, here are the Friday patch-notes.  The patch is live, bringing the new changes discussed last week and one new change.  Further changes will arrive in time, but have not been included in the recent patch.
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It must be Friday again, which means time for another weekly update.

Friday is typically patch day, so I would be discussing the patch-notes, but there are a few updated being rolled into one big one for later.  The main issue is a number of databases will need to be reset after each one, requiring all the characters to be reset, so we’ll delay the patch until they are all ready to minimise disruption for the alpha testers.

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Play-testing the Legacy of Heroes Facebook game has been an interesting experience.  It has also, for a little while now, been fun.  I enjoy playing the game.

One of the first things I decided for the Facebook version was that it needed to change the original (PC) design if it were ever to work in the slowed-down asynchronous world of Facebook apps.  I needed to focus on letting the player actively create their little city like some cut-down version of Settlers, I needed to simplify the dungeon-delving.

You know what?  I was wrong.  Seriously, it just works as it is for some reason.

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Yes, no news was not bad news this time; it was just proof of a busy period.  Legacy of Heroes is finally reaching that point where it feels like a ‘real’ game.  Many little things have come together to really lift it out into a living, breathing game.

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A slightly geeky post this time, about technical stuff.  No pretty pictures or great insight into the game itself, so feel free to skip this one if you are not technically-minded.  If, on the other hand, you were curious about how I was developing the Facebook version, read on.

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Hmm…  The current combat mechanic for the Facebook game is just not quite working.  This is an element unique to the Facebook game, so it will only affect Facebook development, but it’s going to need fixing.  I know how to fix it luckily, so it is just a matter of modifying the code to bring it in line with the less-adventurous version of the mechanic.

Not to worry.  This is why we do proof of concept builds, after all…

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November has come and gone.  The Movember ‘tache has sprouted and fallen by the wayside.  NaNoWriMo was pointedly ignored.

In lieu of a 2D artist, I have been busy drawing stick-figure art on post-it notes; five monsters (and one new player avatar) are ready now.  They’ll never win any awards, but they do the job.

On the actual gaming side, the combat system is playable and almost ready for testing; the combat logging needs a little work, the character generator is not complete, but the main issue is making the Facebook authorisation work.  It is just a case of rechecking my PHP, I suppose.  By the end of the week, I hope to have a party of heroes up and running through a simple endless dungeon (sorry, no storylines yet) scenario.

So, the to-do list by Friday is;

  • Get the logging working as intended
  • Tweak the secret mechanic
  • Finish the character generator code
  • Make the Facebook authorisation work

Well…  It looks like I need to get off the blog and get some work done, doesn’t it?

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