Hah, it is the name used by the person who reported the bug.
A subsequent patch was released 12/13 to deal with an error that was cropping around due to the new sign posts.
Ah, yep, we've probably bumped into each other the codex. I've been there a long time, my username is Agesilaus. A couple of people on the codex have also weighed in on the transition style; I will test a couple of models and then make it an option. It will need to be part of a patch because it will take a little while. I think you're right, though, it will make things smoother and improve the experience.
Thanks for the suggestions! I think I can get these changes in before the release date (this Thursday, 2/28).
1. Good point, and this is an issue I can quickly resolve. When I get home from work today I will change the sound effect.
2. It's not strictly necessary, no, and the difficulty of the change really depends on several factors. Just to be clear, would you prefer that the game automatically transition from one scene to the other without the prompt appearing and asking for the player to press y/n?
I have the menu prompt right now for two reasons, (A) it will stop the player from accidentally leaving a location, and (B) it displays the name of the location. If A is not an issue, then I can try resolving B by having the name of the location appear and then fade away when Theseus arrives somewhere new. For example, if he goes to the Sanctuary of Asklepios for the first time, I could make it display the title "Sanctuary of Asklepios" for a few seconds at the top of the screen.
I might just include this in a post-release patch, though; I need to test it and see if it makes for a smoother experience and whether I can make the titles look good and seem unobtrusive.
3. Yes, here's a little secret: those green blobs are one of the few remaining bits of "art" that I made myself. I thought they looked okay so I left them, but I'll try replacing them with something else. If I can't find anything suitable, I'll commission something new and include it in a post-release patch once the artist has time to draw it. I'm pretty confident that I have something appropriate already, though.
On a side note, Ultimate 7 is also one of my favourite RPGs of all time. I would like to mention a very similar RPG: Teudogar and the Alliance with Rome. Imagine an improved Ultima 7 engine with turn based combat, and it's set on the marches of the Roman Empire during the time of Augustus. the game is no longer available for download as far as I can tell, but people are still discussing it on sites like rpgcodex.net. I myself offered to host it on my Steam store if the developer would like; it's a really, really great game for anyone who enjoyed Ultima 7.
Thank you for the support, and Happy Holidays! I am flying out today and won't have regular internet access for a bit, but I will try to follow up on any issues. I was up late ironing out bugs and implementing the new music soundtrack, hopefully it all works well!
Awesome, I will check it out tomorrow, thanks. You mention "free culture", though. I intend to ultimately sell my game when it's finished (with another free demo, just like the current pre-release demo is free). I hope that the site allows for this, even if it means I have to pay a reasonable license fee.
Hey there, does anyone have any good articles, resources, or advice regarding audio assets? Specifically, how Indie Developers should obtain and implement audio, whether by contracting with artists or downloading royalty-free or paid assets on a marketplace.
I'm asking for myself and others. The free demo for my own project just has a single royalty-free attribution piece of music playing in the background. I'm thinking of paying for some tracks and maybe buying a package of sound effects, but I know someone here must have some good advice.
Edit: I deleted the link to my project so nobody gets the wrong idea; I'm not advertising my demo, I'm trying to figure out the best ways to get quality audio assets that fit the theme and then implement them in a stylish manner.
Updated the demo; there was a bug in the save game script.
Thanks to everyone who has downloaded and mailed me feedback so far. I am still working on the full version and am incorporating your input!
Should be fixed!
Essentially, the script I wrote for saving the game was attempting to record an unnecessary variable relating to the turn-based combat. I have tested it a few times on my personal laptop and it seems to be working properly now; I will test it on another laptop right now but I think it's fine.
Thank you for point this out to me! I will get this fixed ASAP and re-upload the demo. For now, I am going to update the message that comes with the demo so that users are aware, and I would advise not using the save function until I upload the new version later today.
Set in ancient Greece, this game features old-school adventure and role-playing mechanics. Your choices will have consequences. The primary goal of this game is to bring the ancient source material to life; if you appreciate classical antiquity and mythology, then this game should fit the bill.