- Dev Update 2021.11.17 - 17 November 2021
Hey all, Just dropping in to let you know I'm still alive, still chipping away at HOI. I've been spending time adding in sidequests, which I'm pretty excited about. Props to Protofactor for this new bad guy: Onward! I'll keep you guys posted as best I can :) Goose
- Dev Update - 17 July 2021
Just a quick screenshot to show some progress: Goose
- Dev Update - 22 February 2021
Hi everyone - I just wanted to check in, since some of you (quite rightfully) called me out for not doing so on a regular basis. The main update is that I've started to gameplan something that I've wanted since the beginning of development - co-op. It was a feature I thought I would wait on until after coming out of EA, but it was such a central feature in my mind, and I'm way past worrying about deadlines. Releasing it without co-op would feel incomplete, so I'm giving that a go. My goal is to make the next update include it, so you faithful followers can kick it around and see how it works. Zero timetable for it, but I'm very excited about giving it a go. I hope you all are too! Goose
- Developer Update; December 18, 2018 - 19 December 2018
https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F6876777%2F601219334a6dd3fa055129e8a9b846ea1c502f31.jpg Christmas is almost here, and I hope everyone is doing great. If you're still following along - thank you! I am still pecking away at HOI and making progress. I'm nearing completion of the first Act (there are 5). Have a great holiday and I'll see everyone in 2019! -Michael
- Dev Update 11/16/2018 - 16 November 2018
Slow but steady, I've been working on expanding the fire modes for the player. My goal is to have 10 separate fire modes/types, which are changeable on the fly, for example, fire, ice, poison, void...some as direct damage, others as AOE, others as debuff. The idea is certain enemies have vulnerabilities, which isn't earth shattering. The additional idea is that certain damage types work synergisitcally with some debuffs. For example, void damage might cause a poisoned enemy to spread poison to other enemies around it. Onward... Michael
- Developer Update; October 5, 2018 - 5 October 2018
https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F6876777%2Ff9a754eeef3db4acc88dad0cb8b08b65a2c54dc6.jpg Almost finished with Act II. Destroy an enemy outpost, dive into a dungeon, rescue a hero and destroy a Void Portal. Feels like it's coming together. Act III will be gathering the heroes and army. Act IV will be where the player turns the tide with that army, and the final Act is the big showdown. I feel like there's been several times where I thought I saw a light at the end of the tunnel, but this legitimately feels like a complete game is on the horizon. I hope everyone is doing well, another update in a few weeks!
- Dev Update; Sept. 1, 2018 - 2 September 2018
The dungeon for the first province (Argent Coast) is almost complete. Pathfinding is working pretty well, bad guys are doing bad guy stuff. Right now I'm adding the mini-boss for the dungeon - the Dark Minion. He's like the regular Minion, but...darker. And he can teleport. He can also summon Crypt Scarabs from portals that explode when they get near you. If you've got ideas for the game or just want to see what ideas I'm kicking around, join the lively discussion about HOI in the discord channel: HOI Discord Channel
- Dev Update; July 20, 2018 - 20 July 2018
Took some time off to move into a new home, but I'm now back at it. I knocked out a few minor things that I had been putting off, the main one being the data that is displayed when you hover over a mission. Now you'll have a bit of info available about the mission before clicking it. And if you've got the right trait or skill, it will even give you info on what types of enemies to prepare for.
- Dev Update; May 27, 2018 - 28 May 2018
https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F6876777%2Fafd615dcdd577b212d5e215e2d37e8af6bbe9d39.png I've made more progress the last couple of weeks; city building is really rounding into form. I need to add housing to the mix so that population cap can be implemented. For those of you on the dev testing branch, I updated that build so you can see the game loop, or, at least, something that resembles it. I'm hoping to turn back to the combat part of the game soon! -Michael
- Dev Update; May 16, 2018 - 17 May 2018
It's been a while, but I'm still working away. I took some time to build a new dev rig, and it's a beaut. It took a few days getting up and running but I'm all set. I recently added a feature to the city building that accurately removes grass and trees as you lay buildings down, which is something I've wanted to get in there for the longest time.
- Dev Update; April 9, 2018 - 10 April 2018
Buildings Added: Martel Hammer Den Carpenter Jail Prison I'm so ready to get back to coding...
- Dev Update; April 9, 2018 - 10 April 2018
Buildings Added: Martel Hammer Den Carpenter Jail Prison I'm so ready to get back to coding...
- Dev Update; April 2, 2018 - 3 April 2018
Moving right along with adding buildings, the latest finished are: Hunting Lodge Dojo Foundry Butcher Ore Mine Money Lender Sawmill Bank Cattle Farm Brickmaker Bowyer Physician About 15 left to go, and then I'll have to assess where to go from there, but that will be a big milestone! -Michael
- Dev Update; April 2, 2018 - 3 April 2018
Moving right along with adding buildings, the latest finished are: Hunting Lodge Dojo Foundry Butcher Ore Mine Money Lender Sawmill Bank Cattle Farm Brickmaker Bowyer Physician About 15 left to go, and then I'll have to assess where to go from there, but that will be a big milestone! -Michael
- Dev Update; March 22, 2018 - 22 March 2018
Hey all, just finished the Hall of Knowledge, which is the main building for the Magister class. I'm pleased with it but not thrilled. I'll no doubt be coming back to that one to refine it (probably more than once). I'll probably try to knock out a few of the easier buildings before tackling the Void Temple, which might be the hardest one of the lot.
- Dev Update; March 22, 2018 - 22 March 2018
Hey all, just finished the Hall of Knowledge, which is the main building for the Magister class. I'm pleased with it but not thrilled. I'll no doubt be coming back to that one to refine it (probably more than once). I'll probably try to knock out a few of the easier buildings before tackling the Void Temple, which might be the hardest one of the lot.
- Dev Update; March 16, 2018 - 17 March 2018
Solid progress over the last few days - I'm concentrating solely on getting all of the structures for city building modeled, arranged, and set up with scripts for building. Not my favorite part of dev tbh, but it has to get done. This week I knocked out the Tavern, Inn, Hospital, and Woodcutter. Low hanging fruit first, the more complex ones like the Temple of the Void, or the Magister's University will take more time. At any rate, onward...
- Dev Update; March 16, 2018 - 17 March 2018
Solid progress over the last few days - I'm concentrating solely on getting all of the structures for city building modeled, arranged, and set up with scripts for building. Not my favorite part of dev tbh, but it has to get done. This week I knocked out the Tavern, Inn, Hospital, and Woodcutter. Low hanging fruit first, the more complex ones like the Temple of the Void, or the Magister's University will take more time. At any rate, onward...
- Dev Update; March 9, 2018 - 10 March 2018
I'm pleased with the progress of the last month - most of it was whiteboard work getting the building hierarchies cemented. Over the last few days I reduced it to code, and I'm about to implement it all into the actual city building module. Along the way we've been spitballing ideas on the Discord server. If you haven't checked us out over there, pop in and say hi! Heroes of Issachar Discord Server Here's one piece of lore we came up with: Shepherds of Mercy "The Shepherds of Mercy are a mysterious order of bow-wielding hunters. They shun the technology of the Meracytes and the spiritual power of Void Energy in favor of physical weapons and traps, along with their ability in the martial arts. They are one part Ranger, one part Samurai, and one part Illuminati. The Shepherds believe it their destiny to police the Land of Issachar, dispensing justice as judge, jury, and (often) executione…
- Dev Update; March 9, 2018 - 10 March 2018
I'm pleased with the progress of the last month - most of it was whiteboard work getting the building hierarchies cemented. Over the last few days I reduced it to code, and I'm about to implement it all into the actual city building module. Along the way we've been spitballing ideas on the Discord server. If you haven't checked us out over there, pop in and say hi! Heroes of Issachar Discord Server Here's one piece of lore we came up with: Shepherds of Mercy "The Shepherds of Mercy are a mysterious order of bow-wielding hunters. They shun the technology of the Meracytes and the spiritual power of Void Energy in favor of physical weapons and traps, along with their ability in the martial arts. They are one part Ranger, one part Samurai, and one part Illuminati. The Shepherds believe it their destiny to police the Land of Issachar, dispensing justice as judge, jury, and (often) executione…