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FreeHolder Combat System Revised

Posted by Chris Crooks on March 9, 2014 at 5:40 PM Comments comments (0)

Admittedly, probably not many people dove into the combat system available in the prototype, due to its glitchiness. I had become mildly obsessed with creating an elegant combat system that was mostly automated but still very tactical, but it was not particularly intuitive and the coding was a bit clumsy.

 

The Final-Fantasy-ness of my original conception of battles suggested a more traditional command-menu style but I thought I could innovate even in this dimension. However,...

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FreeHolder: From Prototype to Game

Posted by Chris Crooks on March 3, 2014 at 12:05 AM Comments comments (0)

Hello, my rogues! Ye may well approach with skepticism the news of significant tweakage to the game, and this may cause you to worry unduly that whatever magic ye had detected in FreeHolder may have ye vanished. But I assure you, this is not so. The vast majority of major changes have occurred to the somewhat underdeveloped town map screen, trying to centralize its function to significantly reduce confusion, speed gameplay, and provide clearer objectives. But let's back up a little and talk a...

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Breaking News: Partial Funding Secured!

Posted by Chris Crooks on February 24, 2014 at 11:10 AM Comments comments (0)

Hello to one and all! Sorry about the lack of updates to the site but it has been in service of the cause: Matt and I have been engaged this new year in scaring up investment capital, and we have landed some of what we need, and we are anticipating an additional dose of funding in the future. As such, we are gearing up to go into full production mode on FreeHolder, digging in with Unity and building a truly slick game engine. Since we have funding for approximately 3 months of production at t...

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Year-End Aims and Goals

Posted by Chris Crooks on December 1, 2013 at 7:20 PM Comments comments (0)

The final month of the year is upon us, and a flurry of development is in progress, with an overall goal to make the game pitchable to publishers by January. As many of you have correctly observed, dropping expectant gamers into the middle of an experience with no tutorial and little instruction is a significant barrier to entry, and so I'm currently developing four in-game tutorials that will slowly introduce the myriad concepts of this game in small, easy-to-digest sections, peppered throug...

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Post-IndieCade Update

Posted by Chris Crooks on October 8, 2013 at 6:35 PM Comments comments (0)

Well gang, IndieCade came and went in a pixelated blur, and there is much to report. Good news as far as our primary goal was concerned: we found a likely artist plus a few others, and we secondarily we do have an Ouya and hence a dev kit, but as far as funding goes, IndieCade does not appear to be a good place to find investors. Gaming press, fellow devs, artists, sound designers, yes, but I guess it's too low-notoriety to attract much in the way of big money. No worries, we got a lot of adv...

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Pre-Cade Build Upgrade

Posted by Chris Crooks on October 2, 2013 at 10:50 PM Comments comments (0)

Hi everyone. We just posted a new build we will be using at IndieCade to wow various persons. It contains a number of bugfixes and a much fancier looking battle system that is functional if a bit wonky at the moment. It's mostly just a better proof-of-concept for the whole thing, with some flow and nifty icons and character art. Enjoy. Feedback is very encouraged. Wish us luck!


Click this link to pl...

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The Cade of Cades: The Game of Games

Posted by Chris Crooks on September 30, 2013 at 4:00 PM Comments comments (2)

The day fast approacheth, oh my Rogues, wherein your two humble representatives to the game-mind-space will sally forth on that first step of a hundred-mile journey to wedge our soft leather sneak-shoes into the door of industry. Yea, verily, though the path be fraught with difficulty, we are confident that the people we meet will be astonished and stupified by our knowledge, enthusiasm, and bevy of awesome game ideas of which FreeHolder is only the tip of the iceberg. Indiecade is but 3 sun-...

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Submitted to Indiecade! Aftermath and new goals

Posted by Chris Crooks on July 2, 2013 at 1:45 PM Comments comments (2)

Well gang, my brother and I submitted the prototype/proof of concept/work in progress that is FreeHolder to Indiecade 2013. The game is certainly not bug-free, and probably not even game-ending crash-free, but it goes smoothly enough and has enough variety and concepts implemented to give them a clear idea of what we're going for with this game. Considering that they encourage works in progress, I suspect our game has as much of a chance as any such submission can have, if lack...

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5/5: Save & Quit, Combat Preview, All Classes Available

Posted by Matt Crooks on May 5, 2013 at 7:25 PM Comments comments (0)

Howdy Rogues and Roguettes,


We didn't quite hit our goal for the end of April, but boy are we close.  Every starting class is now available at the start of the game including the Gladiator, you can now save and quit then continue a game later and a preview of the combat system is available.


Now I say combat preview because it's not yet hooked into the main game.  What you do in this test battle won't open up any roads, reward you with ...

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4/21: New Build, New Systems

Posted by Chris Crooks on April 21, 2013 at 6:15 PM Comments comments (2)

Hey everyone,


Wanted to announce a new developer's build going up today, with a number of key new systems somewhat implemented. Of particular note is the much-improved magic class, the Initiate. Rather than simply being a useful gatherer of medicines, the new Initiate-only action called Enchantment is now available. For a cost of one rare, uncommon, and common reagent you can attempt to enchant a plot with a myriad of useful but temporary effects, Currently available are:

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