Monday, March 28, 2016

4AM Release

Well here it is, I know it's not technically Sunday but this is the best I could do.

There were many game breaking bugs with the last release, and while they are now fixed, I am somewhat shocked that no one mentioned them.

I am truly sorry for releasing Episodes 4 and 5 in such an abysmal state, and can guarantee that Episode 6 is back up to my usual standards.


Please check out the current releases page for links to get Episode 6.

Friday, March 25, 2016

How the Weekend Plays Out

“Oh hi there last minute invitation to an Easter church service, why sure I've got all the time in the world because it's the start of the weekend.”

The things we do not to offend family.

But anyways, I'm once again a week(or two) behind schedule, and hoping to finish. I'll just push through till I finish on Saturday. Playtest and bug fix on Sunday, after going and seeing Batman v. Superman with previously said family.


Then next week is Gamer Nation Con, if we still end up going. One of the people might be giving birth, so nothing is for sure. If I end up not going, I've still got the time off from work, so I'll take some time to work on things other than Cursed Heroes. Only working on one game is starting to get to me(there was a reason I was working on two games before), so this might help.

Monday, March 21, 2016

Monday Update

Sorry for not updating on time, procrastination is a bitch. However, I'm almost done with the next episode. I should drop sometime this week, after I'm done play-testing the last 3 episodes.

I'll be honest, I staring to think I've been working on Cursed Heroes for too long. It's basically the only thing that I've focused on for months, and that's not a good thing.

I'm thinking about taking a break from Cursed Heroes to work on my other projects. I still have the learning project, that hasn't progressed much. After that I've got a bit of a back log for both RPTG and Plane 186.


As per usual coming up with ideas is easy, executing them and making a finished project is the hard part.

Monday, March 14, 2016

Quick Update

So you might of noticed that there wasn't a release over the weekend. Sorry about that, I did manage to get the maps done and stitched together. Eventing is all that remains, so I'll be working on that a little every night this week.

I've also started to post some of my attempts at voxel art to my Deviant Art account. I plan on doing something small about once a day so that I can get better, and build up an asset collection.


Lastly, in about 2 weeks I'll be attending Gamer Nation Con. It's a small table top gaming convention held in the DFW area.

Saturday, March 12, 2016

Starting Early

Crashed early last night, and woke up really early today. For all you fine folks, this means 12+ hours of work today. Including a stream, because I didn't keep my word last weekend.

If it all goes to plan, I might even have Episode 6 out tomorrow. Lots of ifs behind that happening, but it's possible. If I can keep an efficiency of around 1 – 1.5 hours of work per minute of game play, then I should be golden.

Plus I've been thinking of experimenting with voxels as a art form. (A graphical style made popular by Minecraft.) I spent a lot(ridiculous) of time as a kid playing with LEGOs, so it might be a system I can use.


Well everything will start after I go get some breakfast.


Looks like I had at least one big bug in Episode 4. While you're training with the guards you learn a new skill, but i left out the command to lean it. So you never got the skill, see a really fucking large bug. The next episode will include a fix, I'll include a way to fix it without having to start a new game.

Saturday, March 5, 2016

Work Continues

Starting to work on Episode 6 today, and will probably resume work on the learning project. Might stream some map building tomorrow, it's been a while. Family stuff came up, didn't stream or get much at all done, sorry.

The play testing of Episodes 4 and 5 is progressing, but I haven't put much time into it.

One last thing, I'd like to ask what recommendations you all have, and what you would like to see both inside and out side of the games.


I know that there are probably several of you who just want me to hurry up and start working on RPTG again. I promise that I have not forgotten about it, and that work continues in the background.