Below you will find a video showing off the island the survival part of the game takes place. Survival was once just a small part of the main game, but after if started becoming more I removed it from the intial game to leave for a large expansion at no extra cost. Unlike the base game which went through major changes, the survival will see little of that and wont release until its complete.
Bugs will continue to be fixed, a new window under the settings will show are key bindings. Please let me know if you have a certain stlye in mind, I see if I can add it.
Small note, I undersatnd the game isn't doing well review wise, and there are a number of valid issues people have as well as some not so valid. I think everyone is intitled and I will never delete or remove anyone who dislikes my game. I also wont make excuses for the lack of content, not super great animations, or limited options. I think the game is worth the price now and will be priced lower then its worth after each expansion.
https://youtu.be/dSp_2H8GFKU
Live
The story version of the game is live, possible bugs may appear as all pc's are different. I will still be updating those and adding content so look out for anouncements on those. Thanks for those that supported me thus far.
Release Coming
It's been a few weeks since the last post, been busy manly bug testing things. The game itself is complete but there are still bugs. I have been testing along with another tester and we have found and fixed many of the bugs.
It's hard to work out, or find all the possible bugs with a small testing team but I think the game is ready enough for a release. I will continue to fix any new bugs and I will get more feedback from different types of pc's.
So what will be in the released version of the game? As I mentioned before, the short story I wanted to tell is in, there are books, trinkets, weapons and tools to collect. There is a weapon socket system, some side quest and one special magic quest. There are 10 mission's at the War Room to play and a good number of enemies to fight.
What isn't in the first release? The rock/paper/scissor combat won’t be in this release nor will survival. I had planned on putting the RPS combat in, but felt it needed a much larger focus to really be worth it, same as the survival element. Both will still be coming, expansion style but free of course. Each will add the same amount if not more in terms of content. Survival will come first, leaving RPS for the last major one.
Look out for the release in the next few days, please rate and review it. Good or bad I want to know what people think and where I can improve. I appreciate everyone who plays my game.
New Progress Video
Quality is a bit low this time.
https://youtu.be/PHX_KKZRQzA
Progress Update
Another update without a video, but I think next update I should be able to create one. By then I will have a ton to show. But like before much has been done since the last update so here goes.
Enemies
All enemies are in, animated, and take and deal damage. Overall there are 15 different types of enemies, and few sub types within each class. Each enemy will share some weaknesses with other enemies, some have more than one. More on enemies in the next video update.
NPC’s
All key npc’s are in and have their first stage dialogue in.
Tools
Each of the 4 tools are in and each function. More in the next video.
Current Task
Currently the top priority is finish the Rock/paper/scissor content. After that’s in its really just cluttering the map, tweaking quest and bug test/fix.
Time Frame
It’s looking really good to have the game complete by the end of this month. Then I plan on taking July to polish the map, animations, etc while testing for bugs and releasing the game in September. Keep in mind while the game will be released I will still be adding content.
Thanks for your support.
Progress Update
Progress Update
No video this update, but much has been completed since the last video. The main story is yet again complete. It was updated and tweaked for the new maps and game play. Now onto the changes.
Skills – I changed it from four to three, attack, heal, and status attack. The main reason is now the mouse can be used to attack and heal. Left mouse = attack, right mouse = status attack, and middle mouse = heal. The main reason for this is it makes the combat a bit faster.
Jump – Jump has been temporary or possibly removed. The reason was simply it caused quite a bit of extra map editing since through testing my tester was able to jump over all the main game points. Now this may or may not be temporary cause it would involve quite a bit of map over hauls. Since this ability does not affect much it’s not major if it’s not implemented.
The only other major change is the reduction from 20 people in the town to 10. Now this is one of those features that will continue to grow after the game is released. I didn’t want to crowd the maps with a ton of people all wanting to go to your base, so in future releases I will add more you can find and recruit. Now even as the number is 10 they each will not only require something to recruit, most will then offer other quest.
Next actions.
The main story and the recruit able people are being tested. While that is going on I still have about 10 other enemies to create, a few are mini bosses. The last boss needs to be tweaked and that battle needs to be fleshed out. The zones are in and done for everything except clutter so that’s going on to. The final thing is next week I will start on the war room mission and the engineer building.
That’s it for this update, thanks for the support.
Progress Update
Looking great for a 3 month release.
https://youtu.be/F0ow8NtV3cg
Update
https://youtu.be/gqm0jhifBPg
The video in the link will explain a bit more, but here are some of the key points.
Inventory
After I updated the game with pickups it became clear that the inventory was really only related to building, and felt kind of out of place, so inventory management is gone for the most part.
Story
This hasn’t changed much in terms of the plot; it has however been tweaked to start off a bit linier leading to more open ended play style.
Combat
This is much the same except much faster with power ups.
Home Town
This has changed a bit, now instead of running around building houses and what not it’s become much more like suikoden , where you find and recruit people whom build their own structure.
Turn Based Battles (rock,paper,scissor)
Not much changed except for how you get units, which is more on the gold. Think mercenary’s for hire instead of training.
So the reason for these last minute changes is related to a few things. I’ll list them below.
Time
I can’t continue to spend the extra time on the project, instead I needed to set firm time lines, so the game will be released by the end of this year no matter what. Goal is in 3 months.
Budget
Or lack thereof, unfortunately sales have been quite bad. Most have the game from a sale or prize or something like that. Had I not had a full time job this would have ended a month after it started.
Team
I started off with a team of three, but things didn’t work out and I’ve been solo for nearly the entire time it’s been on steam.
So while the odds have been stacked against me in just about every part of this process I’m not one to give up. The game that’s released will be a full game, while shorter and minus a few features I wanted, it will be well worth the price. I only hope that when it does release, that people see what one person was able to do, and see that investing in my is worth it.
I will continue to upload progress videos, but the next update to steam will be when it’s done. When I say done I mean the main story and all its related content, I will continue to create content and modes but in a much more relaxed state, and free of course.
Thanks for your continued support.
Current Task
I have received feedback on the inventory, crafting and building systems. I already had an idea they would need some reworking so I already began work on that. The current system is a bit too complex for this game mode, meant for more of a survival mode, which will hit the game later. Also the combat gets boring having to wait for health regen or potion/spell timer to regain. So below is what’s coming in the next patch.
• Resource harvest will now continue without need to click again and harvest much faster.
• Crafting recipes have been reduced
o No need to craft an iron bar, iron sword, leather armor etc
o Instead for units you craft a kit which uses basic resources and does it all
• Buildings will cost less to build while upgrades will cost more
• No more crafting potions, instead enemies are going to drop health orbs (similar to diablo 3)
o Survival crafting will be removed in this mode, focus should be on quest, lore, weapons, building and deployment
• No more will you need to go home to equip weapons, instead it will be the only thing you see in your inventory (weapons), which you will be able to equip outside of combat.
o So find a new sword, check its stats and use right then if you like.
• There will now be two resource types for town management
o Type 1 = Structural (wood, stone, copper,iron, gold)
o Type 2 = Food (Apples, bacon, eggs, ham, etc)
Type 2 is required for some town upgrades and missions
That’s it for those system overhauls. Enemy levels will also be scaling with player with a new formula. Most of the above has been completed, the goal is to have it done and in testing by Monday and live the following Monday.
Thanks for supporting Devoured Time.
Now in Alpha
Version 3.0 is now live to play. I’m considering the game now in Alpha instead of Pre Alpha since you can now complete quest, kill things, buy and sell things, die, save, and 7 out of 8 zones are playable. Now that the game is in alpha there will be little change to most of the mechanics that are already in, the main story is now rewritten and set, and the types of zones a set.
Update Notes
• This version has all 25 quest in, however the last one is locked until game release for story reasons.
• This past week the game has been in testing, which turned up a bunch of bugs which have been fixed, however there may still be bugs.
• This version is limited to Hero 3 and 2 weapons, and one tier of skills.
• The skills do have bonus effects, skill 1 is just damage, skill 2 may slow the enemy down, skill 3 may cause bleed effect on enemy, skill 4 heals with particle effects.
• The skill system is still new so expect changes to damage and defense formulas to balance.
• Sound effects are back and turned down a bit, and there is different music per zone, which may or may not be permanent.
• Save/load works but remember unlike some games there is only one save, so starting a new game will delete old save.
• Build up to 6 houses in this build
Upcoming Version Changes/fixes
• Inventory/harvest/character ui’s will be changing soon
• Zone changes will be updated to be like home to swamp via ui window
• Inventory system itself will be updated (possible infinite space)
• Harvest and crafting will be updated to be faster and more auto
• The character stats and info will change when the window does.
• Player home ui will get small update to.
Possible Bugs
• Has been some zone transfer issues where player isn’t spawned. If happens let me know which zone you came from and where you were going.
• Some animation bugs during movement equipment changes
• Some enemy ai issues with path finding
• Some bugs with building houses (please let me know if you experience this)
• Currently when you die you need to wait 3 seconds before loading saved game or you will load dead. If this happens you should be able to reload and it will be fixed.
Version Tips
• Each zone is meant to be higher in level so I would recommend killing some random mobs and getting to the next level for each zone as enemies currently do not scale.
• Some enemies, more specifically boss like ones have weaknesses and special skills so pay attention to quest notes.
• Most zones do not have the “zone transfer UI” instead you just walk towards path and trigger invisible event that loads new zone. Due to some issues with this, it will be changed in next version so all zone transfer will first ask you via a UI is you want to go or not.
• There are no respawns after death so I recommend save in town at blue orb before you head out to other zones. (more saves will be added later, maybe)
Acknowledgements
Steam User “EeuorT” has been testing this version and will be testing all version’s to follow. Without his help this version would have been a bug filled mess. He will continue to test the game before releases to help reduce the number of bugs people experience in new versions.