Stop! Collaborate and Listen String freeze! I got one new map added in time, a small Ancient Temple. It’s an area to help bridge the gap between the goblin camp quest and the Averguard hold. Sergey Basalaev has regenerated the
2012/06/26
Monster Spawners I’m adding monster spawners to Flare. You’ve seen these in classic action/RPG games: they constantly summon enemies until you destroy them. This one’s a Cursed Grave that spawns zombies.
2012/06/25
Flare v0.16 RC 1 It’s still early in the release process — we have a good amount of game data, art, bug fixes, and translations before actual release. But enough of the core features are there for testing. Download Flare
2012/06/24
Code-Feature Freeze The code features for v0.16 are complete. We have the next two weeks to focus on bugs and game data/art. String Freeze is still scheduled for June 30th. I placed a wyvern on the island in Frontier Plains.
2012/06/22
v0.16 Progress Version 0.16 nears! A suite of very nice engine polish is just around the corner. Some things to look forward to, if you aren’t already playing from source: Much improved enemy pathfinding New! Enemies move around each other,
2012/06/19
Weapon Design Flare’s current alpha art (called “fantasycore”) is limited. If you’ve been following the blog you know that we’re working on higher scaled art. In the current art each tile represents about 1.5m x 1.5m; the new art will
2012/06/17
RSS Feed Fixed the RSS feed. Had an unescaped ampersand in a blog post. That’s what I get for using a roll-my-own ultra minimalist blog software. How minimalist? Let me show you.
2012/06/02
Liberated Pixel Cup! Yesterday kicked off the Liberated Pixel Cup! I’m excited to see some of my favorite organizations (Free Software Foundation, Creative Commons, Mozilla, OpenGameArt) team up for this game jam. The style guide and base assets provide great