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Aeges Road Alpha Testing
Aeges Road Alpha Testing
| Name: | Greg Tedder | |
|---|---|---|
| Date Posted: | Mar 02, 2008 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Greg Tedder |
Blog post
Aeges Road is now ready for public alpha testing. There are alphas available for Mac and Windows. The art in this game is not complete, so there is just one test level at this time. There are two AI's in this dungeon. The bats are very low level and should off a well balanced fight for an un-leveled character. The look-a-like is an even match, making it a bit more of a challenge.
Everything is done with the mouse right now. Right click or ctrl+click to bring up the game menu. The game menu includes saving, inventory, and other options. It is not available during combat. Combat menus pop up when it is your turns. Turns are based on timers. The more you do in a turn, the longer you wait for your next turn.
The combat menus are set up mobile so they don't block your view of the action. They will follow the mouse around as smoothly as possible. Movement is click based right now. You can drag the mouse and keep paths coming, but mouse hold steering is not available yet.
There are three weapons available. The currently equipped weapons are two daggers and a short bow. You can also find a sword and two other items. Casts are not available right now, but they follow the same patterns of Items and Attacks.
Stats skills and classes are not locked to experience yet, so you can edit them to your hearts content. Some skills do not exist yet. They are set up on a framework for extensibility, so there may be more available in the final release.
Here is the main alpha testing page. http://www.codeugly.com:12001/aegesroad
Everything is done with the mouse right now. Right click or ctrl+click to bring up the game menu. The game menu includes saving, inventory, and other options. It is not available during combat. Combat menus pop up when it is your turns. Turns are based on timers. The more you do in a turn, the longer you wait for your next turn.
The combat menus are set up mobile so they don't block your view of the action. They will follow the mouse around as smoothly as possible. Movement is click based right now. You can drag the mouse and keep paths coming, but mouse hold steering is not available yet.
There are three weapons available. The currently equipped weapons are two daggers and a short bow. You can also find a sword and two other items. Casts are not available right now, but they follow the same patterns of Items and Attacks.
Stats skills and classes are not locked to experience yet, so you can edit them to your hearts content. Some skills do not exist yet. They are set up on a framework for extensibility, so there may be more available in the final release.
Here is the main alpha testing page. http://www.codeugly.com:12001/aegesroad
Recent Blog Posts
| List: | 09/14/08 - The constant tweak of an RPG 05/25/08 - Flat Tile to Isometric 03/04/08 - Will Macintosh Intel Graphics Work for TGB 03/02/08 - Aeges Road Alpha Testing 12/31/07 - A Thought on Saving the Game 11/04/07 - As it is with Aeges Road 08/26/07 - Aeges Road, The Time Draweth Nigh 07/23/07 - Finding My Way Around |
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Submit your own resources!| Francis (Mar 04, 2008 at 12:46 GMT) |
That's my first report on this.
Update: Ok it seems that it works to an extent, but the AI gets a bit confused and stops working entirely on that bridge. It will make a couple of moves, but then stops all together.
The console log was just a big spam of :
"game/gameScripts/AegesRoad/player.cs (1245): Unable to find object: 'OrcJumpAnims' attempting to call function 'getCount'
Attackstate"
Sorry if this is the wrong place for posting this type of thing, easiest availiable slot.
Good luck with this game, it looks like it could be enjoyable!
Edited on Mar 04, 2008 16:24 GMT
| Greg Tedder (Mar 05, 2008 at 21:59 GMT) |
I'll take feedback anywhere I can get it. :-) Thanks!
The console log has been a problem with the releases, both mac and windows. This error only shows up on the built game, and not on my development version. It isn't critical so I haven't issued a man hunt on it just yet.
The AI is still a little stupid about deciding where to go. I think the problem you are seeing is the AI trying to run away for no good reason. I tried to make the AI simply tough, but I think with your bug report I am going to re-implement tile scoring in an attempt to solve this. Hopefully within the next two to three weeks I will have it ready.
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