Dit spel heeft groen licht gekregen van de community!

De community heeft haar interesse getoond voor dit spel. Valve heeft de ontwikkelaars benaderd om de release op Steam in gang te zetten.

Greenlight stopt ermee. Meer informatie over het inzenden van spellen op Steam vind je nu in deze blogpost.
6 oktober 2017 - Evelend

Hello dear Adventurers! The heat and sunshine are gradually turning into cold and darkness for the three of us in Asia and Europe, but that only means winter, and therefore AdventurOS, is CLOSER THAN EVER!!!

Greetings again from the depths of Development Hell and thanks for all your messages of support. We live in exciting places and yet won’t get to see the light much for the rest of the year, each of us full steam ahead from their stations and covering the last leg of this development’s journey before the first release.

We three wish to give a special mention to each other for still making this happen despite adult life events constantly hitting hard on each one of us. That made development slow as fuck, so HUGE special mention to you guys too for providing us with so much support. Plus we are still amazed by the whopping amount of 0 trolls we’ve had to deal with in the process.

We have kept receiving questions regarding the team itself, so today we want to gift you a freak show featuring us team members, by describing each other for the ones among you who haven’t followed us from the start and might not know us. And of course because development is taking long enough for us to evolve into the freaks we introduce you to today.

Now say bye to the three optimistic, enthusiastic, absolutely delusional developers you met before, and…. Ladies and gentlemen, say hi to Miss Lorena Casanova, avid Emilio-wannabe code-wise and normal-wannabe life-wise who doesn’t quite get there in either sphere. She is the most all over the place creature on this planet, also literally as she just can’t stay still in one place/city/country. It’s so bad that we recently found a self-inflicted “HELP” message on her passport. She is so indie that she does not even buy AAA batteries. She is a doer and a fighter, so thanks to her discipline things get done. She is usually so infuriatingly cool with everything that she makes us feel Emo and go play My Chemical Romance alone in our room. But she does feel stressed sometimes too! So then she goes rescuing animals. And when there are no animals left to rescue… shit, there is always animals left to rescue. Go adopt!

Now greet Mister Andre Mari Coppola, our very own infinite-feature-addition machine who can only be stopped with a Japanese job that gives him a negative value of available hours in the day. The real reason of tea’s crisis is not in north-east India but in his place in Tokyo as he drinks it all while he brings our characters to life. He loves to give us orders when we play and get us killed, as if we were slaves to Armok. He screams “champions are rewarded by fortune, Akur, Akir, Akam” in his sleep and occasionally awake. He composes our sound effects and soundtrack but also some other music with a dude we don’t like because they look so cool and all and we are jealous of their success. Go check’em out!

And last but not least, say hi to Mister Emilio Coppola, the code wizard who seems to have as many arms as a thousand octopae, the only problem is he uses 50% of them to fix Lorena’s messes, 48% to fix Andre’s, 1% to tip his (very white) hat, and just the remaining 1% to code for AdventurOS, which is his two human hands. Still with only those two he manages to perform magic code and an occasional spank for morale. His Italian roots grant the team the most amazing (vegan) pasta dishes for dinner every time. And for breakfast, lunch and every meal time in between. He painfully witnesses Godot’s glory from his self made GM:S cage and fantasizes of the day he can finally break free. For now he is happy with AdventurOS gestation and some Godot evangelism. Now for fuck’s sake go try Godot!

We do enjoy this, we love our project and each other, we are very united and we are working very hard for you guys, our AdventurOS family!

4 augustus 2017 - Evelend

Dearest Adventurers,
Greetings from the team, still immerse amidst the flames of our own development Hell.

We have received a few messages from worried backers and we will address them now. But, before we do, we must thank everyone because all messages we have ever received are genuine and we have not had a single issue with trolls in the history of AdventurOS development, which we know very well is rare for anyone with an online presence.
Even having experienced a delay in development which could have earned us some hostility, all we have received are messages of support and constructive criticism.

Now, let’s address your worries, our dear AdventurOS family.
There is no way we are dropping the project.
The only reason why we are working on AdventurOS until the end is AdventurOS itself and you guys.
AdventurOS development is an expense to us at this point (and since long ago), a fact which is the ultimate indicator of our commitment to the game and to you.

We should have known better when we set impossible deadlines, but we simply didn’t.
This does not mean we are running away. We are not going anywhere.
We have, each one of us, found the means and the time to keep working nonstop on AdventurOS.

We have probably been too hesitant to make updates in times when the development tasks were repetitive and not too flashy to be talked about, but we are considering a change in our approach, so you will hear from us more often during these last months of development.

This is indeed AdventurOS year!!!

Thanks everyone for being there, and remember that we are here for any enquiries and suggestions. Don’t be shy and drop us a line!

We love you all <3

The Team

23 april 2017 - Evelend

Hello dear Adventurers!

Evelend Team here, back to our usual, scattered around the globe, individual desks after another wonderful reunion in the insane city of Tokyo.

We are working really hard to make this year an amazing one for AdventurOS and for you Adventurers, who have walked alongside us during this long, painful gestation.

We are currently working on several fronts at the same time, but the story mode is our main focus at the moment. If we were starting the project today, we would definitely NOT use GMS, which we chose in order to make the best out of the combination of a pro coder (Emilio) and a learning coder (Lorena) in what we though was a brief, low footprint project (ha!).

We have tried GMS2 which sucks even more, and we all think that Godot is what we would choose if the project was to be started in the present. Even though we don't love the engine, we are starting to be happy with what we see.

It's been an exciting and productive time in Tokyo for us three during our amazing reunion, and now we need you to join the team too! Would you like to participate? For better room generation results, we are asking our fellow Adventurers to fill out a brief survey so that we can get an idea of the average amount of files and subfolders contained in folders that are common to most people. Here's the survey: {LINK VERWIJDERD}

We will be eternally grateful for your help, and also for all your constant messages of support. We do personally reply to all of them, all we need is a little patience, but here's a general message: THANK YOU, THANK YOU AND THANK YOU! YOU GUYS ARE THE BEST!

We love you all,

Evelend Team

30 december 2016 - Evelend

Hello Adventurers, we usually don’t detach from reality as a continuum of time, but we cannot help to feel very excited to welcome 2017, the year of AdventurOS, when the first playable version will be available.

It’s been tough and a hell of a learning experience, still with challenges to overcome and a lot of features that we would l love to fit in the first version so we are going to keep working as hard as possible to get them ready.

As it is usual for the development of any game there have been adjustments of features and ideas for a better fit in gameplay and feel of the game, so we will also update you guys on how the game looks and feels like today.

None of the fundamental key points of the game has changed, and the original concept has been kept or even improved.
We consider every change implemented as totally worthwhile.

AdventurOS is our shared, nearly accomplished New Year’s resolution, and here’s some more open thoughts on last year and resolutions for the next, with love, by the team members:

“2016 is over. It happened so fast! With the demands of everyday life plus office work (In Tokyo, this is not to be underestimated) I wasn't able to stay up to my potential.
I would like to focus on making a day for discovery and creativity out of every day, instead of a simple day of obligations and responsibilities, unleashing the creative energy that is boiling inside of me and crying out to get to the outside world.
With my creative self being so hungry, 2017 presents itself as a great opportunity, a delicious feast that is about to be served.
In short, my goal is to close the beginning of this cycle with an explosion of color and sounds. Everything learned will not be in vain. I look forward to starting the year!”

“I never believed in calendars but I can’t wait to AdventurOS year! Besides our upcoming title, I can’t wait to finally going 100% vegan, making it to the Polar Circle and overcoming my horrid, vicious blogging shyness so that I can finally post all the thoughts and rants that are piling up in the dusty drawer.
I guess I also have a soon-to-be-failed resolution which is rescuing less animals so that maybe I can keep a tiny part of my mental sanity intact (like there’s any left…)
But forget that one cause it’s not gonna happen! The boys know it well.
Seeing the team reunite is another wish for this year, so let's make it happen!
Happy new year everyone!”

“It was a long and hard year to overcome but we are finally there.
Since I started working on videogames, my way of thinking about them changed drastically, so my new year's top resolution is to reflect that in the way I continue to develop them, that, and also accepting my path as a computer guy. They say I'm even good at it, so… maybe I can move on and finally drop the rock star career thing! Not the professional path to pursue but I will still have it close to my heart. At least our games' soundtracks will always have a part of me in them. Have a great 2017 guys!”

Thanks for being part of the AdventurOS family and have the greatest start of the year. We love you all!

9 september 2016 - Evelend

When you start the creative process it is all fun and games. At least until you see how hard to implement those "It'll be cool" ideas are.
In development, things get complicated really fast. We have learned it the hard way.
A good example of this is something that goes unnoticed for most: the “inventory system”.

It is very simple to write "inventory system" on a text note without really understanding how much work it takes to make it materialise, let alone achieving the desired balance.
Once in touch with reality and in order to simplify this process we made a couple of algorithms that help us speed up the process and balance the different sets of items like weapons or potions through automated calculation. This will be re-balanced afterwards with testing.

The drop rate and the price will also be calculated depending on the stats value of the items. This way we can adjust the pros and cons and they will stay balanced in relation to others.

Here you have a screenshot of how this looks in the rough for now:

You can see this properties when you hover the items to see if you are able to use them.
We also added some visual aids under the inventory slots to display the stats affected by the items equipped.
Red means a decrease and green means an upgrade on your current stats.

We've been neglecting updates, but never AdventurOS' development.
Things got boring and most work is repetitive, but this is about to get exciting again.
For anything we have not written about, please feel free to write us on twitter, facebook, steam or the comment section!

We love you all!

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