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Free/Libre Action Roleplaying Engine

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Month: April 2011

2011/04/29

Testing for v0.13 I plan to release v0.13 soon. Over the last couple days I improved the Log menu to display help/reminder text for active quests. The new tabbed interface for the Log menu is also ready for achievements and

Clint Bellanger April 29, 2011February 11, 2018 Uncategorized No Comments Read more

2011/04/25

Windows test for r359 Here is an out-of-band test release for Flare (for Windows folks). This release is for players interesting in trying the new Quest system. I’ve added a short quest chain that covers a few of the current

Clint Bellanger April 25, 2011February 6, 2018 Uncategorized No Comments Read more

2011/04/22

Quest Chain The first quest chain is added to Flare in r353. It walks players through Averguard Keep. Heroes must defeat the bosses of four areas of the Keep; meanwhile they learn a bit about the history of the keep

Clint Bellanger April 22, 2011February 6, 2018 Uncategorized No Comments Read more

2011/04/17

CampaignManager v0.13 has a new class called CampaignManager that I’m using to store the progress of the current story. Essentially it is a collection of strings. Various parts of the game engine can read/write these strings to create some persistence

Clint Bellanger April 17, 2011February 6, 2018 Uncategorized No Comments Read more

2011/04/16

NPC Me Open Game Art has a new weekly challenge coordinator. User kurtisevan has taken over for me, after I started and ran the contest for one year. The first new challenge: Get in the Game!, where you create a

Clint Bellanger April 16, 2011February 6, 2018 Uncategorized No Comments Read more

2011/04/12

Contributions On Hold I’ve been overwhelmed lately by the amount of interest in Flare. For now I’m asking that code/art contributions be put on hold. My personal/professional life is absolutely full for the next few weeks. If stand-alone art or

Clint Bellanger April 12, 2011February 6, 2018 Uncategorized No Comments Read more

2011/04/10

Flare Timeline This is the approximate timeline from where we are now to Flare’s first full game. April 2011: Flare v0.13 “Quests” In late April, Flare v0.13 will be released. It will contain talking NPCs and support for simple quests.

Clint Bellanger April 10, 2011February 6, 2018 Uncategorized No Comments Read more

2011/04/06

Monologue The latest check-in has example dialog support. Well, really at this point it’s Monologue (the hero doesn’t talk back yet). I also have support for completing dialog options (same function for completing quests) and awarding xp, gold, and loot.

Clint Bellanger April 6, 2011February 6, 2018 Uncategorized No Comments Read more

2011/04/04

CampaignManager.cpp I started the very basic framework for the Campaign (story) Manager class for Flare. Right now all it does is read/write a bool status[1024] from the save file (as plaintext hex, cause that sounded good at the time). On

Clint Bellanger April 4, 2011February 6, 2018 Uncategorized No Comments Read more

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Flare: Empyrean Campaign

Flare: Empyrean Campaign

The Empyrean Campaign is a game made by the Flare team. The story begins with the player being exiled from their homeland of Empyrean, resulting in them embarking on a quest to regain entry. This journey takes the player through

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Demonic UI

Demonic UI

Demonic UI is a mod that adds a familiar ARPG interface to games based on the fantasycore assets (such as the Empyrean Campaign). HP and MP orbs are positioned in the bottom corners and the XP bar covers the entire

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HERESY

HERESY

HERESY is a community mod with the goal of more closely resembling Diablo I & II. Note: The “fantasycore” art style used is dark fantasy, and contains depictions of violence, blood, and mild gore.

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Polymorphable

Polymorphable

Polymorphable was originally created for the 2012 Liberated Pixel Cup. The core mechanic is the player’s ability to use different talismans to “polymorph” into different forms to reach new areas. Imagine being blocked by a pit, so you transform into

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