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Free/Libre Action Roleplaying Engine

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Author: Clint Bellanger

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

2011/03/30

Stackable Items Bonbadil has sent in a patch that adds stackable item support. Old save files should be safe. The patch touched lots of areas in the code — if you notice a bug let me know.

Clint Bellanger March 30, 2011February 6, 2018 Uncategorized No Comments Read more

2011/03/29

Art used in 7-Day Roguelike I’m proud to see one of my tilesets used in a 7-Day Roguelike Challenge game! The developers, Ido Yehieli and Corey Martin, really poured some life into this minimalist tileset! Congrats to those guys —

Clint Bellanger March 29, 2011February 6, 2018 Uncategorized No Comments Read more

2011/03/28

Portraits I’m starting to test portrait integration into NPC talkers. Here’s an in-game mockup. Campaign Dialog I’ve been pondering how to handle dialog that depends on the current state of the story. The NPC files will have [dialog] blocks that

Clint Bellanger March 28, 2011February 11, 2018 Uncategorized No Comments Read more

2011/03/27

Flare on Ubuntu If you’re interested in trying Flare on Ubuntu, this article from Ubuntu Vibes is a great place to start: How to Download and Install Action RPG ‘Flare’ on Linux.

Clint Bellanger March 27, 2011February 6, 2018 Uncategorized No Comments Read more

2011/03/23

Config Settings Files This was way overdue, but now there are finally some main config files. Now the following items are configurable: fullscreen video resolution background music volume max frames per second keybindings

Clint Bellanger March 23, 2011February 6, 2018 Uncategorized No Comments Read more

2011/03/22

Stat Renaming This is what happens when I get too much extra time — I start changing things randomly! I have renamed the following stats (across the game source code and data files). Magical is now Mental Health is now

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

2011/03/21

Playtesting levels 1-4 Tonight I playtested each “pure” build from levels 1-4. It’s a vulnerable area, especially in a non-class-based system where a player might make unusual attribute choices. Later levels aren’t so bad, especially once a character starts mixing

Clint Bellanger March 21, 2011February 6, 2018 Uncategorized No Comments Read more
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Latest Blog Posts

  • AppImage issue with version 1.14 December 26, 2022
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  • Flare 1.14 Release Candidate 1 November 17, 2022
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  • I Love Free Software Day 2022 Presentation February 21, 2022

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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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