Lots of stuff to report!
I just got back from Unite a week ago, a lot of stuff to digest. Unity 5 is gonna be awesome, and I can't wait. Particularly Global Illumination has me very excited.
But anyways, let's talk Dungeon Crawlers, which is consuming me lately.
The roadmap looks like this:
- iOS: a new build will be coming next year to commemorate the 3-year anniversary since launch. Featuring Higher Res characters, new shaders, dynamic lighting, shadows, new GUI, etc.
- Google: The google play version is out now, go and grab it! It also features the new gameplay style that will become the standard from here on out, with a wider field of view, more orthographic look, and fixed camera. It also features a revamped save system.
- Blackberry: Submitted TODAY! Look for it soon!
- Windows Phone 8: Ready to submit! We'll post again when it goes up!
- Windows Store: Coming soon, probably in SD and HD versions.
- Kindle: Submitted, and coming soon!
- Android TV: End of the year, 2014
- PS3/PS4/Vita: Coming in early 2015
- Wii U: Early 2015
Well it's been a couple months since i've updated, but it doesn't mean I've been dormant! Lots of things to report:
- I've finally got a save system i can be proud of. Amazingly, throughout the 3 year history of this game, this has been the biggest issue. One of the big problems with Unity is that there's no special function to find all gameobjects in a scene, specifically disabled ones. So, if you save after you've killed someone, and their GO has been disabled, how do you poll them for info? The solution was that i created a "SaveGame Master" that grabs all savable objects before the scene begins, and then i can accurately communicate with every object in the game. This actually turned out to be WAY easier than the way i was doing before. So much so i'm angry at myself for not thinking it all through, but whatever
- Speaking of new save systems, I've updated the Google Version to accomodate this new feature. It runs super fast and smooth now.
- I've changed all the cameras in all versions to have a wider Field of View. This makes the game look closer to a 2D game, but still keeps depth. Makes it much easier to take in the scene and play the game.
- We've been working super hard on the Windows 8 / Xbox 360 version. This required a hell of a lot of rewrite, and also some unity updates. But I'm excited to announce that the hard part is over. The game is working on these platforms, so now it's just a matter of cleaning it all up and launching it.
- The Amazon Fire version will launch next week most likely. Finally got that working.
- Still unsure as to wether or not i will launch on Blackberry, but i'm leaning to yes.