Hello everyone! I'd like to take a moment to introduce our new intern Charlotte. She will be doing a lot of the initial, base data entry for the game moving forward. She's handling a lot of the grunt work, so three cheers for that!
As always, you can find our sData updates and entries on the Bitbucket site here:
https://bitbucket.org/silverquestgaiden/silverquest-gaiden-sdata/overview
Here are the last few commits:
https://bitbucket.org/silverquestgaiden/silverquest-gaiden-sdata/commits/all
The wiki that we will all be using is also located here, so be sure to check that out!
Thanks,
Wolf
♖ Clarity regarding Mods/External sData
Recently we have gotten several tweets and emails concerning the externalization of our sData folder, as well as opening up our sData Bitbucket.
There has been some confusion about what opening up the sData on Bitbucket really means. Here are some bits of information that we hope will clear up this confusion.
The "vanilla" folder in sData is created by Wolfgame.
The "vanilla" folder will be viewable by going into your Steam Installed Games folder on your PC and opening the files.
Only we will be editing distributed the "vanilla" folder.
The "vanilla" folder exists to show our data to the community and for potential modders. Players of the unmodded base game needn't worry about non-canon or broken data being in the base game.
If you mess up your installed "vanilla" folder by messing with it too much, use Steam to "Verify Integrity Of Game Cache". This will revert your "vanilla" folder back to the content authored by Wolfgame.
Workshop and other mods are kept in the "mods" folder within sData or clone what we've created in the "vanilla" folder
The confusion was surrounding the idea that anyone would be able to contribute to the core distributed "vanilla" folder. This is not the case!
Worry not, Daggerfaell!
☺ SilverQuest Classic skit
Hey everyone! I saved this video from the voidmaw of Desura (RIP)
This is a little "radio play" kind of thing I did to announce the premium version of the first game I ever made. I'd like to do more things like this in the future.
We are adding our internal XML files to the Living Design docs list. This might not always be a public database, but we want to show what we're working from.
We're also added a completely public Wiki to the bitbucket. You can contribute to it in any way that you see fit.
Hello everyone! I wanted to tell you about the fact that things are progressing forward once again, and that we'll be showing our Design Docs as we more forward. I've provided a link to the documents that I'm writing and that we will be working from below.
We are also shifting to Unity and away from Gamemaker. OSX users rejoice! Gamemaker is a fine engine in its own right, but not appropriate for a game that is this data-driven. Those of you who might follow me on Twitter will also be aware that I will be able to do some fun and extra scripting in Unity in order to make fun mini-games and other polish and "quality of life" things that I was not able to do in Gamemaker. This also opens up some new and fun rendering things to play with.
Additionally, the content and "gameplay" that is in the game as it stands will take a very short amount of time to get up and running in Unity. Frankly, there's not much in the game, and recreating it from scratch will take little time.
Thank you for staying with me along the ride. I look forward to working again with everyone here to make the best possible experience again soon.
Living Design Docs thread:
http://steamcommunity.com/app/333380/discussions/5/458606877312779826/
Thank you
-Wolf
New Programmer, New Engine, Living Design Docs
Hello everyone! Good news! We've found a new programmer!! He's skilled in both game development and database management. Finally! We're honored to have Bret Hudson onboard.
We are integrating Bret into the project right now. He is learning the design I set out a while ago. I had to generate new, organized documents for him. These documents are not 100% complete, but is the framework from which he will be working.
I've provided a link to the documents that I'm writing and that Bret will be working from below.
We are also shifting to Unity and away from Gamemaker. OSX users rejoice! Gamemaker is a fine engine in its own right, but not appropriate for a game that is this data-driven. Those of you who might follow me on Twitter will also be aware that I will be able to do some fun and extra scripting in Unity in order to make fun mini-games and other polish and "quality of life" things that I was not able to do in Gamemaker. Additionally, this also opens up some new and fun rendering things to play with.
Additionally, the content and "gameplay" that is in the game as it stands will take a very short amount of time to get up and running in Unity. Frankly, there's not much in the game, and recreating it from scratch will take little time.
Thank you for staying with me along the ride. I look forward to working again with everyone here to make the best possible experience again soon.
Living Design Docs thread:
http://steamcommunity.com/app/333380/discussions/5/458606877312779826/