Friday 19 May 2017

Servus Kingdom MV Release

It's actually out... holy shit! Part of me can't actually believe it - it's as if I've seen a unicorn!

New Release

So, what's different about this version?  

Well, a fair few things, actually...  along with a few things that are currently missing. Let's talk about those first.


No side Quests for Mira, Tanya or Oscar. I just didn't have the time. They'll be added back in MV0.1 along with new artwork for Nami.

The first major mission in the game is missing - I spoke briefly about why that was in the video I made. Some ending, including Nami's Good Ending, cannot be acquired yet. Some shops and locations have been locked off - like the Lonely Hearts Agency. 

But enough of that shit, what's new? Well, brand new maps for the first thing. Weapons and enemies have been completely overhauled. You can now gain drops from enemies which you can sell at the Pawn Shop.

There are new upgrade paths - Holy and Dark.

You can now buy spells.

New Weapons - Hammer, Hand Axe, Claws, and Zweithander, with new move sets.

The city and all the shops have been completely redesigned. 

There is now a soft cap on skills, meaning you'll see diminishing returns on stat growths. This makes getting the Platinum and Gold grades that little be more of a challenge.

Brand new World Map.

Adventurer's Guild.

Morning, Afternoon, Evening, and Night times of cycles.

A 'nap' command when you click on the bed 

Slave Hunger and Addiction. These will be greatly expanded upon in the future. Speaking of which. You'll notice status icons next to Nami. This is meant to reflect hunger, emotions and other things. I'll have to create some custom sprites for that in the future, but they're are in the game and you'll be able to see them working.

Those are major, obvious updates, but there are other little tweaks here and there, you'll notice. The greatest changes are actually inside the database and events. 

I remember I spent about two days figuring out how to create a loader within the game that would sway sprites. Now, amazingly enough, I've been successful in this, meaning I could have an unlimited amount of slaves in the game. But I won't sit here and gush about the technical stuff. 

All you need to know is that development will be easier going forward and that the game should be running much smoother.   

Now, there will be some typos - blame that on the Dyslexia. I'll keep squashing them as I continue to work on the game. Now, I've playtested the fuck outta of this game, but I am immensely retarded, so I'm sure there will something which slips by.

Also, the game can now be downloaded and played on Mac, Linux, and iOS/Andriod (exclusive to Patreons). 
  
Right, I'm going to open the polls for the next slave to be decided. It'll be between Tifa or Classic Lara Croft! My Patreons will decide! And I'll return to the habit of actually updating this blog regularly!

Take care,

SQ

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