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6 november, 2015 - Evelend

Good morning, afternoon and evening, fellow Adventurers!

We Evelend team are fully focused on work here in Tokyo. We are now reunited and able to share the same “office” and to finally work side by side after so much remote collaboration.
We are a having a very productive time here, but we have a limited number of months to spend together, so the goals are making the best out of it and pave the way for a smooth transition back to remote work when it’s time to part again. Sigh...

Most of our latest work has been focused on the replacement of all the code in Python by code in Go (golang), because of Python’s limitations when it comes to distributing executables.
This is especially an issue for Windows users, given that OSX and Linux have it pre-installed.
These Windudes messing with us again… but hey! a deal is a deal and this game is going to be available to all!

Those kind Indiegogo contributors who chose the highest perks should have received an email from us about displaying their info in AdventurOS credits, so if you are one of those contributors but you have not received the email, please get in touch with us!

And now a thank you note to all our supporters.Big and small. Pioneer and late additions. Thank you so much. This is all possible thanks to you.

We wish you a wonderful gaming time, see you soon for more updates about AdventurOS game!
Love you all!

18 september, 2015 - Evelend

Hello dear friends,
This letter will disappoint many, but not those you are thinking. This update of ours will disappoint the ones systematically mentioning, almost seeming to wish, our development interruption. To all those, we are sorry. Brace yourselves. AdventurOS is coming.

This is, however, not the announcement of its release, but it is getting closer.

For those who don't know, AdventurOS team went to hell and back to make this possible.

We had all sorts of administrative problems and we could not fix them all yet. Not even by moving to other countries and continents with the sole purpose of paperwork for release.
Since ours was already a team of globetrotters, we just tried to go through it all as gracefully as possible, and even though we needed other jobs to keep us going, AdventurOS development has, not a single day, become the one on the side.

This world is definitely not made for independent authors, but we know exactly in which way we want this handled, we know we have the right to it and the ability to do it without intermediaries, and we will not rest until we get there.

AdventurOS will be out before we reach our actual goal (the Steam release) because our bureaucratic delay forced us to make Steam also wait.
We then pushed "hype and exposition theories" away and decided to launch AdventurOS independently on our site as soon as we are happy with it, and save our spot on Steam for later.
This way we will give you access as soon as possible, regardless of when we get the chance to peak in our sales through bigger platforms. If that is ever happening.
Revenue has become secondary in our struggle to stay independent and do things our way, paving the way to others who might want to do the same.

Once we figure this out ourselves, we will undoubtedly put all the info out there for those considering joining the industry, but first we need to learn. We hope all our war scars are of service to others some time in the near future.

Having to postpone our initial, naive deadline, and getting such avalanche of words and gestures of support from the community definitely helped us staying strong, and believe us, we are soon paying you guys back by modestly launching on our site, with you in mind instead of our own sales strategy.

Quick note to our kind contributors with highest donations, please remember your version of AdventurOS will always keep updating on Dropbox. Feel free to get in touch if you have any questions or technical issues, and enjoy!

AdventurOS development will most probably speed up from today.
We all finally made it to Tokyo, and we have not met yet, but we will very soon reunite and we'll finally work in the same room again. We can't wait!

For any of you currently staying in Tokyo, we will be happy to meet up, preferably off the beaten track.

Lots of dev love from Japan,

Evelend Team.

16 juli, 2015 - Evelend

We know you have been wondering about the plot. Here's finally an article telling a bit about it.

The story begins with your recently installed convoy arriving into the castle.
This happens to take place in the middle of a crisis within its walls, which seem to have gone through some kind of curse.
The castle has turned very dangerous, full of creatures and traps, and there is no room for any newcomers.

Your group offers help “cleaning up” the castle in exchange for shelter.
The rules state that “Everyone and everything the Architect lets in, shall stay, unless the Architect, and no one else, decides otherwise” This is why these people eventually accept your help, but not without you having to struggle first with the long-established policies and protocols of the castle and some of the most powerful individuals in it, who seem to be rather eager to kick you out of there.

It will not be long until you end up in the epicentre of an internal dispute which threatens to make the whole place fall apart. It will be your mission to unravel the truth behind the conspiracy and to save the filers, (the citizens), from the cruel destiny awaiting in the deep dark corners of the castle, all under the watchful eye of the Architect.

What’s the nature of the curse? Who does the whole situation benefits and why? What's on stake? Are you ready?

17 juni, 2015 - Evelend

Dear Adventurers,

Our work on AdventurOS continues! You know the challenges we are going through, both of bureaucratic and technical natures, but rest assured that when AdventurOS goes public, everything will have been worth it.

You must all have noticed how much we have come to hate Game Maker, and it is not getting any better.
Many of you have suggested switching to a new framework, which of course makes sense, but, let's save you the technicalities here, it is just too late for that.

At this point we are eager to release the first version of the awesome AdventurOS, and this will be a 2D version, which is still awesome thanks to André's art, does not compromise the game at all, and has actually a much better quality than we expected. The 3D version will be implemented as soon as its performance reaches our expectations.

Feature after feature, the game gets more complete and nicer to play. We have lately been doing many implementations, like the directory system (where to put all pieces of the great AdventurOS puzzle together), and also aspects of the inventory, quests, combat and physics.

We have also been merging the room generator with the new engine, and working on the upcoming Challenge Mode. The result will not deceive you guys!

Thank you all for your constant support. We love you all!

14 maj, 2015 - Evelend

It's been a long time since we started working on AdventurOS.

Before we even made public the concept, it came to life as a Pygame project.
As the project grew bigger, we started adding more content to the little engine and not much later it obviously started to slow down.
Most of you might already know Python/Pygame is not very efficient when it comes to games. That is why we decided to develop it using Game Maker when we launched the indiegogo campaign. We were all familiar with the tool and it was powerful enough to perform the way we had in mind.
By that moment we were using Game Maker 8, so part of the money of the crowdfunding went towards an upgrade of our license to GM:Studio.
The new version of the program, developed by Yoyo Games, was going to allow us to develop a cross platform game. "Code once, run everywhere", they said.
But reality is when we started coding the nightmare began. "Code once, suck everywhere".

After the fresh installation we noticed several changes in the software.
Some were good, some were bad and some were just TERRIBLE.

AdventurOS' key feature is precisely the indexing of files and folders to generate the levels, monsters and adventures.
While game maker 8 was great at doing this, the newest version GM:S dramatically limited that to only ONE folder per operative system. Adventcalypse.

The documentation about it is very poor and there is no information to be found about OSX or Linux.
The program has a feature to add external libraries as a complement to the engine, but the only external libraries allowed are DLLs which of course don't work on any other platform than Windows, so there was really nothing we could to to bypass this limitation.

After asking on forums and contacting Yoyogames itself, all we got was pretty much a "Go f**k yourself".

By the time we launched the project, the NSA scandal was all over the internet and people were skeptical about us indexing their system.
This meant that using any kind of networking to bypass the limitations of the engine was out of the question.
We refused, and still refuse, to send any package containing the user private information, not even locally. So, there was only one solution left.
We had to create a parallel process with Python in order to gather the information needed and store it as a temporary file on the game's directory.
Developing that is not as simple as it seems, specially when it is expected to work on all platforms. Right now the indexer is pretty awesome but it was one of the hardest challenges we had to face during the early development of the game.

We have always had modding support in mind.
We designed the source to include many modding capabilities so other people can do whatever they want with the core idea of using the computer as a procedural generator seed. But once again GM got on our way.
From the documentation: "These functions cannot be used any more due to changes in the underlying runner that GameMaker: Studio uses to generate the device specific packages making it impossible to generate objects, images or code "on the fly" as was done before." This means that all the resources have to be implemented, added and coded from within the GM IDE itself, so there was no way for us to allow any kind of modding without giving away all the game's source code. We are still looking into ways of doing this but we might have to wait a little bit longer.

As for the gameplay itself, we are in continuous iteration.
It feels and looks very good, and lately we have been increasing the speed and adding variety to the enemies' IA. The latest additions to the hero's abilities are the bow and arrow, but there are still some other magic skills ready to be implemented.

We have long wanted to give you this insight on the overall development process of the game since day 1, because there have been so many ups and downs, so many challenges to overcome! We are determined to accomplish our vision and deliver the best AdventurOS we can craft. Thank you for being so awesome!

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