A little later than I’d hoped, but I should have the next build (with improved full screen mode and other fixes/quality of life improvements) ready by sometime this weekend.
I’ll probably have to go dark for a bit after that; we’re only about a couple of weeks out from a major deadline at work. But, once that is past, we’ll get started on something new. Cheers!
Here’s the new checklist. The only remaining task before the test build release is finishing the character sprites; bug fixing will happen while the test build is being tested, when that is complete, that’ll be the real release.
1) <in progress> My versions of the character sprites. (Probably the biggest chunk left, but I’ve done some already at least.)
2) <done> Creating new modifiers, updating existing modifiers.
3) <done> Updating character creation (adding Matter options, resistances/weaknesses when appropriate)
4) <done> Capture mechanics for the new demons
5) <done> Placing all the new demons into encounter charts
6) <done> Sanctums for the new uniques, when appropriate
7) Deciding which bugs on the bug list I want to address before release, and addressing them
Got a bit of a hurricane problem here; if I drop off from answering forum posts / blog comments for a few days, it probably means I lost power. See you again soon!
Hey. Looks like everyone’s enjoying the new build so far.
I’m still on break, but I wanted in check in and say we’re on the downhill part of it now and I should be getting back to development work before too much longer.
Until then, good luck in the Tower!
If you’re a long time follower of Demon’s development, you probably saw this coming.
Persona 5 comes out in a few hours.
I have recently been super busy between work and doing development for Demon.
Due to these facts, I will be shifting into “bug fixes and communications only” mode for a bit while I relax, recharge, and play an awesome game in my favorite game series.
Thank you for playing Demon, and good luck in the Tower! I’ll be around, so this isn’t goodbye, just a notice that I won’t be doing active dev work for a little bit. Cheers!
(If you’re a worrywart and worry this is one of those many departures into the night for an in-dev roguelike, here’s a brief history of all the other times I’ve wandered off and come back http://demon.ferretdev.org/devblog/category/uncategorized/ )
Hey folks. Just a small note: I’m starting a new job on Monday, so my hours available for Demon work are going to drop a bit. Based on past experience, the drop in Demon will work will be heaviest just as I start the new job, but will slowly ramp up a bit after that as I settle into the new groove. As a result, updates may be a bit sparse the next few weeks, but don’t worry: progress will always be happening, just maybe a bit slower than at previous times.
So. XCOM 2 is coming out in… 12 hours or so.
Barring any massive problems with the recent build, I will probably be a bit of a rare encounter until Monday or so.
But, I’ll be back on my normal Demon work schedule after that.
Tomorrow, Devil Survivor 2: Record Breaker comes out. Given one of Demon’s inspirations is the Shin Megami Tensei series, as usual, Demon time for the next week or so will be diverted to enjoying this new entry. I hope everyone is enjoying the 4/26 build!
I started work again this week, so I imagine there will be a (hopefully very) brief period of time where I’m not too active while I adjust to my new schedule/workload. I plan to continue working on Demon at a fairly good clip even with the new job, though there’s no denying I’ll have less time for it.
Next update will add T:13 to T:15 to the tower, which includes 9 demons, 1 unique demon, 1 summoner, 1 hero, and the new abilities therein. I’ve started the design work already, and will be moving onto art next. I’ll post some pictures once I’ve gotten some good progress on the art