Development Update – #001

So it begins!

Seeing as development is being carried out by myself as well as everything else, I figured it would be easiest to keep a diary of progress on RPG Tycoon here rather than frantically try and respond to every medium the game is in place with. There’s only so many repeat forum posts I can reply to without feeling like I’m severely wasting time procrastinating! So as a kind of reward for investing in the game, I figure it would have been a good idea to keep a development blog here and let you know what I’m doing and working on each week as I progress with the game and what I’m working towards for each update. So without any further adieu…

Working on Fixes

Firstly, I spent most of the week working on launcher fixes for the Mac version of the game to find that for some reason when transferred and uploaded to Steam all of the crucial data within the .app file was the problem. Oddly the workaround was to package the game in a .zip file and run a script that unpackages the game on the client side. For a quick fix and to avoid leaving users in the dark, I opted to just include a launch option that runs the script and allows the game to be run. By the next update I’ll make all of this process invisible, which I’m now working on.

I’ve also been working on trying to fix some of the bugs people have been experiencing. Although many of them are due sheerly to the unfinished state of the game but for the ones that aren’t I’ve been trying to replicate and see what’s causing the issues so I can fix them.

Adding Content

I’ve also began work on the next array of content for the game including the first new female class in the game the Valiant. She’s essentially a female version of the Knight class but she’ll have certain features that will differentiate her when the quest system develops further and better implements different classes and characters.

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I’ve also started working on some new decorations to help add more customisation to the game. I like the idea that each decoration has some kind of additional buff to the game world which I’ll be exploring shortly. Something along the lines of the new fountain being an attraction for adventurers and by having it in your kingdom they will spend 5% more at stores, or something similar!

fountain

 

Although limited to one quest at a time for balancing, I’m in the process of working with the multiple hero’s you can hire to work together on quests. This has been in the pipeline from the beginning and it’ll be nice to try and get this in place, at least in the early state, before the next update.

Feedback

Finally, after an awesome first week of sales and feedback from everyone in the Steam community I’ve had a good opportunity to take in feedback. First and foremost I’ll be looking at changing how the quest system works to something more streamlined and perhaps more straightforward, so watch this space over the next few weeks.

Other Adjustments – I’ll be trying to implement the Road Tool, work on Better Optimisation as well as other minor adjustments.

That’s it for this week, hopefully I’ll be able to get an update out with some of the new features. Thanks for all the support and watch this space for new updates on development.