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villeanne

Update 0.902

19.08.2012View Comments

Here's a small update while we wait for the final release. These are mainly fixes and improvements for our industrious modders, like the ability to refer to an object's variable by it's name or id number in scripts or in any texts.

We're hard at work with the rest of the adventure, we have already written all the dialogue (which took a lot of time because there are multiple endings), and we're now creating the actual levels. We'll tell you more when we're closer.

update0902

Game Changelog

  • Starting village split into two areas to make it work better on older computers. Don't go there if you have an old saved game, it will mess up the save. icon_smile
  • Non-droppable items can no longer be dragged into a container.
  • The black skeleton knight will no longer regain his arms and weapons on save/reload.
  • Modding Changelog

  • Dexterity, Strength, Agility and Constitution now work for non-player bots as well.
  • Race id numbers can now go up to 65535. But it's still best to use them in order.
  • It's now possible to use global flags in addition to actor variables in scripts. Just replace any part of a script that takes a number with the name of the variable or global flag. The game first looks for the named actor variable, and if that is not found, it looks for the global flag.
  • All info boxes can now handle keywords. That includes item descriptions, talent descriptions and status icons.
  • Keywords can now include actor variables and global flags using the following notation. {player.health} will print the player's health. {player.health:2} will print the player's health with two decimal places. You can replace the "player" with any object's name, or even its id number. {Karma} will print the value of the Karma global flag. The same notation is available in when using script variables.
  • The menu is now visible through the fadeout.
  • New script action: quitGame.
  • The menu will now play sounds from the camera position instead of world center.
  • The game will no longer crash if xpRequirement is set to 0 in levels.ini. It will disable the leveling system from thereon.
  • Removing a bodypart from a bot (except the player) will now be persisted over saves and map changes. Also removing a hand will not prevent the bot from using weapons, they will just be attached to the first body part available.
  • New script condition: isStartedFromEditor can be used to limit testing scripts to the editor.
  • Buttons to raise/lower all selected terrain objects.
  • You can now define the water texture to be used on each level.
  • Static lights placed in the editor now have their size limitation removed.
  • UPDATE Version 0.903 fixes the error in bogeyman's cave introduced in the 0.902.

    villeanne

    The Red Cross

    21.07.2012View Comments

    This is something we've been planning for a long time, and now we've finally gotten around to doing it. We've decided to donate a significant part of the income from Driftmoon to charity, namely the Red Cross Disaster Relief Fund.

    We've been hoping Driftmoon will be a game that'll bring its players joy and enjoyment, and it's been great to notice we haven't been completely on the wrong tracks with that. But to face the facts, one can't really do much for the people of the world who are in the most desperate need of help, through a computer game (not even an unbelievably enjoyable one icon_wink). We'd still like to make some small positive difference in the world, and as much as we value our customers, we consider every human life important, not just the ones lucky enough to play Driftmoon.

    We don't really have a realistic possibility to travel around the world, physically helping the people most in need (and I'm not sure we'd even have the courage and skills to do just that), but luckily there are lots of more courageous people who keep busy organizing such extremely important things. So for our little game-developing family, cutting down our own profits for a good cause felt like the best way for us to do our share. After all, if we were the ones in need, we'd certainly be glad for a little help.

    Redcross

    Why the Red Cross Disaster Relief Fund? From the comfort of our home studio, it's sometimes easy to forget how much devastation war, famine and catastrophic disasters constantly bring to millions of lives all around the world. Those are the kind of situations where a single meal may mean all the difference, where a single dollar can have a huge effect. So, from now on, every time a new person embarks on a journey to save the magical world of Driftmoon, they're also making a difference in our real-life world. icon_smile

    villeanne

    Driftmoon Alpha - The Lost Island!

    02.07.2012View Comments

    Another Driftmoon alpha is now downloadable! If you haven't preordered yet, this is a great time to support the development of a unique indie roleplaying game! And be sure to sign up to be notified when the game is released.

    As you approach the peaceful-looking shore of Eione, you can't help but wonder where on this island... Wait a moment, I was just about to reveal the whole plot! What I mean to say is that the new areas of Eione and its underwater tunnels are now available for your pleasure. You'll also finally meet Bobby, the skeleton from the menu!

    Besides the new areas, quests and important plot-twisters, the new version includes more portraits, fixes for graphics glitches, and most importantly, the new mist effect! icon_smile

    A small warning, the new areas haven't been properly balanced for difficulty yet. If you find any group of enemies way too difficult, we're eager to hear your feedback. Just click the little feedback button.

    sarah_650 2012_06_bobbyisland 2012_06_eione_mech_snatcher 2012_06_bobby_pinched 2012_06_eione_glasscave 2012_06_Eione_statue 2012_06_moonwhale_date 2012_06_eioneshipwreck

    We've already started work on the game's ending, so it won't be too long now before we're ready to release the game! Could be your final chances to get the discount code. icon_wink

    Modding Changelog

    • The script variable list that shows global flags and available variable names now has a filter, making it easier to find what you're looking for.
    • Fog can now be enabled through the Map settings in the level editor.
    • Joint creation scripts now have the ability to specify a target object instead of just using the caller.
    • ControlRotateJoint includes the ability to set the resumeForce.
    • Race property baseAttackTime affects how often a bot will try to use its weapon.
    • Race property attackTimeRandomization can now make enemy attack times more or less randomized.
    • Mod specific options can now be modified and checked using scripts for modFlags.
    • Support for non-square textures.

    Ps. See if you can spot the new easter egg in the menu screen. It won't be visible until you've played the new version through.

    And as a bonus, a couple of new screenshots from the previous new area, Nomon docks: 2012_06_Seria_in_ship 2012_06_Annie_at_Nomon

    [Update]

    I've just posted version 0.901 with the following changes:

    Game Changelog

    • Fixed an error where it was possible to get stuck in the Eel quest under special circumstances.
    • Fixed alt-tabbing with fog-enabled areas.
    • There is now a progress bar when loading a map.
    • Sarah now wields a bow.

    Modding Changelog

    • Holding down shift when raising/lowering floor now makes the tool slower - good for fine-tuning.
    • The game will now notify the modder if an item's baseclass is not found.
    • The game will now notify the modder if an item's specification is not found in items.ini
    • Fixed error with followers not being able to use ranged weapons with a firstAimTime defined.
    villeanne

    Sarah

    01.07.2012View Comments

    I wanted the Sarah character in the game to be as pretty and cute as possible, so I decided she will be modeled after my lovely wife. icon_smile This picture is a joint effort between our own Johanna Sundström and me.

    sarah

    villeanne

    Hoki the Wolf

    27.06.2012View Comments

    This week it's been Anne's turn to work on Driftmoon, and she got a bit carried away with this idea of a hockey minigame. Who gave her the idea? Own up! screen2012.06.27_19.22.27

    The new areas are progressing well, I hear, more on that soon. icon_smile

    villeanne

    Mystery

    15.06.2012View Comments

    mechanical_crab_dead
    What could this be?
    villeanne

    Updated Playing Time Estimate

    31.05.2012View Comments

    When buying games, people often have a look at playing time estimates to see how much gaming time they'll get for their money. But there are many problems with this approach. More is not always better, the same game spread over more hours doesn't make the game any better. If a game playing time is inflated by useless grinding for 200 hours, only a select few will like that more. And of course, if you have a huge backlog of games, shorter games might actually be preferable. With Driftmoon our target has always been to get as much fun and adventure into each minute as possible.

    playingtime

    Early this year we started collecting playing times from Driftmoon, and in the end of May we added a new area into the game, Nomon Docks. Now that the new area has been out for some time, we can have a look at how much playing time you're getting with the current alpha version of Driftmoon. Only one playtime per given player was counted into the average. Here are the results (averages updated on June 17th): The average playing time (saves and reloads excluded) is currently 8 hours 9 minutes, with variation between 4h 42min and 18h 58min.

    And here are some detailed statistics, for those among you interested in them: The average was shorter for those playing on the easiest level of difficulty (6h 23min), than for the three harder difficulty levels (8h 59min). Those playing their first playthrough had on average a longer playtime (8h 18min), than those who were on their second or more playthrough of the game (7h 41min). For the players who had discovered and passed most of the quests, the average playtime was again longer (8h52min), than for those who had passed less of the optional quests (7h 19min). I'm actually glad to see that the playtimes for the easy mode were noticeably shorter than for the other modes, because it means it's working both for those who like to really think the battles through, and for those who like to play the game faster, and more as an adventure.

    Keep in mind that Driftmoon isn't complete yet. There's still a huge chunk of the game missing, and the rest of the adventure is coming soon! Happy days and jubilation! icon_smile

    villeanne

    Update 0.880

    29.05.2012View Comments

    Abbot-3

    Game Changelog

    • The Quiver of Jagged Arrows now works.
    • Fixed bug with pausing the game in combat resulting in combat sped up.
    • The sound elemental will now hit back if shot with a ranged weapon.
    • Fixed random words being randomly offset by one pixel in the dialogue screen.
    • The required level for a talent was not shown when you were at the level immediately before it.
    • Word will now help you fight Mitten.
    • Portraits for Robert and Seria.

    Modding Changelog

    • New script action: createRotateJoint
    • New script condition: angleIsBetween
    villeanne

    Driftmoon Alpha - Nomon Docks!

    23.05.2012View Comments

    The new Driftmoon alpha is now downloadable! If you haven't preordered yet, this is a great time to support the development of a unique indie roleplaying game! If you'd rather wait until Driftmoon is ready, you can always sign up to be notified when the game is released.

    Welcome to Nomon Docks! Nomon is the new major area available with the new version, where you will find the Steam Whale Company. You get to meet Sarah, Seria, and many others, including Eelie the incredibly shy Zap-Eel. My own favourite is Captain Catdog, who is always ready with a new exclamation. Skinny sumowhales! Loopy lowlife Lobsters! Just watch out when he sneezes. icon_smile

    So if you haven't tried Driftmoon yet, try out our long, free demo!

    screen2012.05.22_15.43.05_noUI 2012_05_nomon_steam_whale screen2012.05.18_09.44.44 screen2012.05.18_17.54.12_noUI screen2012.05.22_15.28.21

    If you've already played through the previous alpha, you can load your last saved game, and head straight on to Nomon Docks. But if you definitely want to catch every new little thing in the beginning of the adventure (and make sure your character is developed to the max), you're naturally free to start from the beginning as well.

    Modding Changelog

    • Negating a script condition now helpfully shows the negated effect. For example negating the condition "itemCountIsLess" now makes it "itemCountIsEqualOrMore".
    • Race variable affectedByDifficulty affects whether a particular race of bots is affected by the selected player difficulty level.
    • SetVariable, MultiplyVariable, and AddToVariable calls now handle health correctly. A bot can be killed by using the calls, and the health is capped at the maximum for each bot.
    • Roof type objects can now have an alpha value.
    • The alpha setting in the editor is now a multiplier used on top of the scripted alpha fades.
    • Object texture size setting now affects wall edges if they don't have a top layer.
    • Script action: setPortrait. Useful for changing portraits within dialogue.

    Coming soon: The Lost Island of Eione! Meet the horrible undead man!

    villeanne

    Steam Whale Company Receptionist

    19.05.2012View Comments

    screen2012.05.18_16.38.05

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