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.
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.
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
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.
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 —
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
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.
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
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
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