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Update 0.835

26.02.2012View Comments

screen2012.02.26_20.36.12

In memory of my old canine friend, we've added Belinda the Wolf Mother to Northrop. Be kind to her. Another highlight from the new version is that you can now configure the keys used in the game. Using the keyboard is of course optional in Driftmoon, you can fully play Driftmoon with just your mouse hand (and I know of a few Driftmoon players who actually don't have the use of both hands). But this might help you if you're used to having the inventory open with the caps lock for instance.

Also we've tackled a few cheaters who have been escaping to other maps and even to the world map to escape fights. Others have been fooling our poor shopkeepers by buying cheap ingredients, then using the blueprints to make new items which can be sold back at a profit! Actually I find that highly amusing, but the item prices have been tuned all the same. Driftmoon is not a trade simulator! icon_smile

Game Changelog

  • Added Belinda the Wolf Mother to Northrop.
  • Keys are now configurable! You can also use the key bindings screen to see the current keys. The tutorial messages don't reflect your configured keys just yet.
  • Saving to an empty slot no longer warns that the slot is in use.
  • Fawn couldn't die on the harder difficulty levels, fixed.
  • You can no longer drag objects through spider webs.
  • Can no longer escape to the world map when player is engaged in combat.
  • Prices of all craftable items and ingredients have been balanced, now the crafted result should be about as valuable as the ingredients.
  • Feagle has received more training (and should therefore arrive on time more often than before)!
  • Advanced and Master level of Blades now work properly, and the Blades don't prevent quick travel anymore.
  • The labyrinth switches now look like they mean business.
  • Light effects on rocks look much better.
  • Fixed visual glitches that appeared with rocks.
  • Modding Changelog

  • Killbot action now works properly on harder difficulty levels.
  • Scripts referring to actor 0 now helpfully tell that actor 0 is the player.
  • Actions openWorldMap and changeMap now default to not allowing moving to new maps when the player is under attack.
  • You can now double click to select a script action or condition from a list.
  • Reduced size of levels files by up to 60%.
  • Race variable imitateHostAttackTarget allows you to set whether the player's followers imitate the player's attack targets.
  • Fixed error with givePlayerItem specified slot being ignored.
  • Update: It looks like I was a bit overzealous in reducing the download size, and most of items in containers got lost. I've just released a quick update, fixing this.

    ville3

    Driftmoon Previews and videos

    26.02.2012View Comments

    If you've been waiting for a spoken version of Driftmoon, you can get a long way with this video by Ubulunikum where he plays the start of the game and introduces some of the game's features. It may be a bit long winded, but it's got a lot of detailed commentary, and from what I gather he seems to like the game. icon_smile Also MentGaming have put together a somewhat shorter and quicker video for the beginning of Driftmoon (without commentary) a few weeks back.

    Next up is a Mexican site TierraGamer who give the game a hearty 9/10. I especially love the part where they demand more music. Which reminds me that you can satiate your music requirements with the Driftmoon soundtrack with over 27 tracks (28 to be exact!) by our friend, the excellent composer Gareth Meek. All of the income from the soundtrack goes directly to Gareth.

    RPGFrance also had a chance to preview Driftmoon. They were hoping to try out a translated version, but since we don't have a French version of Driftmoon (not yet anyway icon_smile), they settled for the English one. Unfortunately they didn't speak enough English to fully appreciate the story or humour of the game, as they themselves said... icon_smile They were particularly excited about the modding capabilities of the game, and as I've seen glimpses of a few of the upcoming mods, I'm sure you'll be pleasantly surprised with them. RPGFrance also interviewed us, you can scroll down to see the interview in English.

    I've already mentioned this earlier, here is the preview by LazyAssGamer, also giving the game a 9/10. I believe this is the one that gives you the most detailed idea of the game, so if you haven't read it yet, it's worth reading.

    Of course, none of this will give you as good an idea of Driftmoon, as trying out the game for yourself! We do have a demo now, remember (with at least 1 to 2 hours worth of game-time). So, if you haven't done so yet, go ahead and give Driftmoon a spin!

    Ps. If you know of some other previews of videos for Driftmoon, you're welcome to link them in the comments.

    ville3

    Update 0.834

    21.02.2012View Comments

    screen2012.02.21_08.48.48

    In response to some of the feedback we've got from the previous version, we present a few small updates! The most notable change is the text size slider, which allows playing on larger resolutions, and on the couch, and even if you just couldn't see the tiny fonts before. We've turned Arabella into a fully matured quest to find her a new master. We also decided to turn off the ability to see hidden enemies by hovering the mouse over them - it's much more exiting to not know exactly what lies in that dark room up ahead. icon_smile

    Game Changelog

    • New quest: Arabella's new master.
    • You are no longer forced to spend your skill and talent points in the level up screen.
    • Saruss is now trapped inside his room.
    • Fixed a mipmapping bug - everything now looks crispier and more precise.
    • Improved pathfinding: characters can now navigate changing environments such as the monastery labyrinth.
    • Feagle now vanishes after delivery.
    • The bird now correctly vanishes from the glockenspiel.
    • To help those with poor eyesight, the ingame user interface is now scaled with your resolution. There is also a slider to change it to your liking, in case you want smaller or bigger texts than the default.
    • You can zoom the view out much more now.
    • Caps Lock key now toggles the permanent item highlighting. If you're the person who previously held down CTRL constantly, you now have one more finger!
    • No longer overwrite your brother's save slot by accident! The game now notifies you if you are about to save over a previous saved game with a different name. But it won't warn you if you overwrite over your own previous save.
    • The archery target no longer feebly tries to attack you.
    • Minimap now zooms faster.
    • Zooming the camera with the mouse wheel is faster now.
    • Whirlwind is now a requirement for Flurry.
    • Shield Bash is no longer available when you're wielding a bow.
    • Sound volume slider.
    • You can no longer leave Doler forever trapped if you want to talk to him.
    • The Bottomless Quiver now uses a bit of mana per arrow.
    • The game now warns if you try to load a saved game from a newer version. Obviously it works only from this version upwards.
    • You can no longer see enemy health bars when the enemies are behind walls.
    • The blue fires are now extinguished after you pick up each Gem.

    Modding Changelog

    • Script action: stopSound
    • Improved texture selection screen.
    • Fixed graphics size slider.
    • Ammo items now have a script to be run when the ammo is fired.
    • Player replies can now be ordered by dragging instead of clicking buttons.

    Ps. 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 sign up to be notified when the game is released.

    ville3

    Bionic Eagles!

    13.02.2012View Comments

    A while ago a school for visually impaired children asked me and some colleagues to visit them. What a friendly place! They showed us around the classrooms, and we got to speak with the students, mostly very young kids, even two budding programmers. While some of them couldn't see a thing, some of them could even read if the text was big and clear enough. I was impressed by their determination to read everything they could. They had all sorts of tools to help them read difficult texts, texts with small fonts, or texts with low contrast. All sorts of magnifying tools filled each classroom, they could magnify a book, or they could magnify the blackboard, or a friend's face.

    And when they showed me how they painstakingly used a software tool to magnify text on the screen, my programmer instincts kicked in. Why would they need a separate tool for that? Couldn't the programmers have taken into account that some of their users might need bigger texts? A simple slider, maybe?

    I never realized Driftmoon didn't have that either, until a user pointed that out to me:
    "I might otherwise be interested in this, but given that I'm an aged gamer, and that my sight is nothing compared to what it used to be, sitting and squinting at lots of microscopic text that you have to be a bionic eagle to read doesn't seem like a good time."

    It took me a whole working day, but I did it! I made a slider into the game that you can use to change the text size. Now you no longer have to be a bionic eagle to read the text in Driftmoon. icon_smile The slider also controls the size of the other user interface elements, for example the inventory, which is very useful if you play in high resolutions.

    I just don't see the point of programmers not adding the functionality to games, and other software too! You don't have to have poor eyesight to need bigger texts, you could for example need to sit far from the monitor because you prefer the couch. Or you might have such a huge resolution in your monitor that everything that's unscaled turns into tiny dots (like Driftmoon used to). Or you might just prefer your texts a bit bigger, because the developers were actually sitting too close to their monitors and made the texts tiny by default. So if any programmers are reading this post, I strongly urge you to consider the people who cannot see your texts! They are not a tiny minority.

    Have you been craving the text size changing feature? Which screenshot do you prefer? The default will be somewhere in between the two. screen2012.02.13_22.02.16 screen2012.02.13_22.02.59

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    Driftmoon Demo Released!

    10.02.2012View Comments

    The first, official Driftmoon demo has just been released! If you've been waiting to see how you like the gameplay, here's your chance!
    download

    The long demo comes with our powerful editor & mod-sharing system, along with all of the currently released mods. The current full alpha already includes about 5-10 hours of quality playtime, and more is certainly coming! The rest of the adventure will be finished in the following few months.

    The first review of Driftmoon (based on the previous alpha version) gives the game a 9/10:

    "The game delivers an eye-opening amount of classic dialogue quips and addicting gameplay in order to get this train up, over, and into the hearts of players."
    Read the full preview at LazyAssGamer

    Feagle

    So, if you haven't preordered yet, now is your chance to download the Driftmoon demo, and embark on a good-hearted and unique adventure, quite unlike any other RPG you've played before.

    ville3

    Alpha 8.2

    10.02.2012View Comments

    As we're gearing towards releasing the demo, Driftmoon has been updated to Alpha 8.2. The harder difficulty levels now include more monsters, especially the Guardian level. I don't know how many of you like to play it on the hardest level, but for me it feels a lot more strategic now. Anyone new to the game should definitely play it on the recommended Champion setting.

    Game Changelog

  • The Warlord and the Guardian difficulty levels now include more monsters.
  • Learned talents are now viewable on a separate tab in the stats screen.
  • Cheat commands are not enabled by default. Press SHIFT-F1 to enable cheats.
  • Fixed antidote potion description of the Poison Resistance talent.
  • Fixed crash when getting stuck in two webs without reloading in between.
  • Runs better if a graphics card has very little video memory.
  • Fizz no longer stays behind when you're attacking someone.
  • Bedroll.
  • Enemies regenerate health outside combat on Warlord and the Guardian difficulty levels. This makes it harder to camp in safe locations, whittling enemies down one by one.
  • New easter egg in the Bobby-menu. Can you spot it?
  • Camera is now slightly zoomed out when a ranged weapon is wielded.
  • Modding Changelog

    • Bot auto difficulty was getting reset.
    • Fix angle settings in createBot script.
    • Script action to change game speed.
    • Talent selection screen can now automatically fit and centralize up to 8 talent columns and rows, so you can fit up to 64 talents slots!
    • Bot type selector now has the ability to filter by text.
    ville3

    Wazzal Trainer

    08.02.2012View Comments

    wazzal-trainer-t2Eservo

    This one's interesting, a cheating program for Wazzal by t2Eservo.

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    We're working

    06.02.2012View Comments

    workingHard As you can see, we're working as hard as we can to bring you more Driftmoon!

    ville3

    Driftmoon 9 / 10, should not be missed!

    05.02.2012View Comments

    This morning we were happily surprised to find the first preview of Driftmoon (scoring 9/10!), by Richard Jacklin at LazyAssGamer.

    beach

    "Driftmoon is the Little Engine that Could of the video game industry. As an independently developed top down hack-and-slash RPG, it has quite the mountain to climb if it wants to be accepted by the average gamer. Instead of endlessly repeating the mantra of “I think I can! I think I can!”, the game instead delivers an eye-opening amount of classic dialogue quips and addicting gameplay in order to get this train up, over, and into the hearts of players. This game isn’t your typical RPG, that is for sure. Instead this game is a charming adventure that will have players shouting “I know it can! I know it can!” as it is destined to climb to success and become a favourite of many."

    So head on to LazyAssGamer, and read the full preview! (Note to future generations, Richard has played Alpha number 7.)

    ville3

    Driftmoon Alpha 8!

    03.02.2012View Comments

    well Alpha number 8 is now ready for our preorderers! 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 sign up to be notified when the game is released.

    We have a ton of fixes and improvements to various smaller things (but no new areas just yet!). My absolute favorite is Feagle, the Silver Phoenix! You can get her fairly early on, and she will come to your aid when you're in really tough situations. On apprentice level she will heal you, on advanced level she will also cure any poison effects, and on master level she will also aid you in combat. Best of all, I like the shimmering light effect she has, it's spectacular in dark dungeons.

    To those who may be wondering, there will be at least one alpha version before the final game is released - after all we're still missing some major areas from the end of the game. Rest assured, we are working as hard as we can to bring you the rest of the adventure! icon_wink

    feagle

    Game Changelog

    • Difficulty levels were backwards, fixed. Remember that you can change your difficulty level during the game by pressing esc and going to the options.
    • Changed the very beginning of the game yet again (but only for the first few minutes this time)! Do tell us what you thought of it! icon_wink
    • The world map now shows which areas you have completed. It basically tells you how many quests you have completed, so there may still be smaller things you haven't completed that are not marked as quests.
    • New talent: Phoenix! You gain the help of a silver phoenix, who can aid you when you are in trouble.
    • Added status icons that show the currently active spells on you.
    • The Stone Dwarf/Giant/Titan can now be unsummosed by clicking its icon.
    • The inventory screen now has a new tab, crafting. This hosts all the ingredients, and the recipes.
    • The stats screen and the new level screen now make a difference between your permanent stats and temporary stats.
    • Changed font rendering engine. You can now expect text to behave well on all platforms.
    • It used to be possible to break the Summon Stone Dwarf/Giant/Titan skill by cleverly leaving him behind on a map. Fixed.
    • Buzz can no longer drift away on his own, and he is now blue.
    • Fixed enemies sometimes getting stuck in rocks.
    • Fixed crash when moving to another area while a companion was poisoned.
    • Fixed player poisoned state not being restored from saved games.
    • The Sanctuary talent now gives the Sanctuary skill. It is much more powerful than previously, but it uses mana.
    • The sound elemental started pulsating after it was killed, and you left and returned to the area. Fixed.
    • Sometimes after an explosion the screen might have shaked permanently near that location. This is likely to be fixed now.
    • The Bottomless Quiver now shows the infinity sign.
    • Intelligence now affects your maximum mana as well.
    • The Murderer's Axe is now counted as a melee weapon in terms of weapon skills.
    • Rollos are a bit more random now, and less likely to get out of their chains.
    • On very slow frame rates walking toward water edges would sometimes make you go through adjacent walls. Fixed.
    • No longer crashes if no sound driver was found.
    • Added a help switch to the 4*4 puzzle in the monastery.
    • The rotating puzzle in the monastery now runs better with low frame rates.
    • The player is less likely to go through moving doors even on low frame rates.
    • Already selected combat skills are no longer reset when moving between areas.
    • Elithran can now use the door in case you lock him inside.
    • Unwielding the Negative Lily with the Flaming sword effect no longer results in fiery hands. Which would be cool on their own.
    • When coming out of the mine in Northrop, companions will no longer get stuck behind the door.
    • Small flash to indicate when items go into tabs, the food counter, and the inventory.
    • Poison attacks no longer cancel the Tower Shield skill.
    • Monsters now prefer paths that don't have movable things on the way, but if they can't find an alternate path, they will try to clear their way.

    Modding Changelog

    • New cheat: SHIFT-5 speeds up time. Very useful for testing slow scripts. I might turn this into a scriptable action at some point, making it possible to speed up and slow down the game.
    • Arrow keys can be used in the script condition selector. Enter selects.
    • The object graphics tools now fit better when an object has multiple parts.
    • New condition: objectIsOnPolygon
    • New condition: currentMapIs
    • Attach joints are actually usable now.
    • Objects in the menu screen are now clickable, if they have use scripts. Maybe it can be used to make an interactive menu screen?
    • You can now attach scripts to when the levelup screen changes stat points.
    • Timed scripts starting times are now staggered over the first second. This improves performance when there are a large number of timed scripts with the same timings. It will only affect the timings for the first second, so the timers should be as reliable as usual.
    • Rotating joint resume angles work much more reliably now.
    • Script action: Disable/enable minimap autoreveal.
    • Script action: Reveal part of minimap.
    • Variable choises list now has tooltips.
    • The pathfinder now correctly handles cases where the bot or the objects on the path have their collisions disabled with each other.
    • You can now write the name of any variable in script fields that take a number - useful for passing parameters. This means the Driftmoon scripting language is now more like a real programming language.. If the field contains a letter, it is considered a variable name.
    • Actor variable "this" now contains the ID number of the current object.
    • A bot's base object startup scripts are now run when the bot is spawned from a script.
    • The player no longer attacks himself if he damaged himself as a result of a script.
    • The action useObject now works better on different size bots, and when the target is a physics object, or when the target is a bot.
    • Script editor no longer crashes if dragging a script action to conditions list, or vice versa.
    • The attacker for meleeDamageArea and reduceHealthSweep was erraneously marked as the script target, while it should have been the script caller.
    • Setting a race's masterAttackOffset can make it prefer/not prefer a bot's master in combat. For instance this can be used to make the player more attractive to enemies than the player's followers.
    • Fixed an infinite loop where an onDamage script could damage the bot, which would in turn initiate the same onDamage script.
    • Fixed bug where bots with no deathImage would stop all sounds.
    • Fixed crash if the player had reached the last experience level, or there were no levels available.

    That should be it! Have fun, and keep using the feedback button (lower right corner of the game), please! icon_smile

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