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Thursday, 07 June 2007 |
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So today I was running around in town selling some items and I see a report of a monster scouting out the town. Scouts can be really dangerous because they will eventually lead something worse into town. Anyways the funny thing is apparently I haven't put any controls into place limiting what kind of monsters can be scouts because the scout was a tower. :) A tower is basically a magical stationary turret, so it's not exactly a good scout. So as I'm chuckling about the scouting tower, it slides straight through the middle of town scouting around. Apparently, not only can they be scouts currently, but they can move around when they are. The town NPCs actually managed to kill it before I could do anything because I was laughing too much. |
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Sunday, 27 May 2007 |
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Sorry I haven't updated my blog in a while. I've been working towards getting Depths of Peril ready to let websites see a preview build. But I've noticed that actually writing a blog update is pretty quick. The slow part is thinking of a topic that people might find interesting. So if anyone that reads this blog has any topics that you would find me blogging about interesting, send me an email at steven *at* soldak *dot* com. Replace the at and dot with the correct characters of course. |
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Wednesday, 18 April 2007 |
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Well consequences is still winning our latest poll on most exciting feature in Depths of Peril so our first Peek article posted over at RPG Vault is all about consequences and your actions actually mattering. |
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Wednesday, 18 April 2007 |
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Today I found another few good examples of how consequences work in Depths of Peril. I was out in the Amber Meadows trying to find the last few items I needed to fix the town's food supply from being poisoned. Apparently, I was doing a really good job at ignoring an uprising of Sand Amorphs though and they decided to attack the town. Well, before I can even gate back to town, they had killed the town's armorsmith. At least I knew where they were. Click to continue reading Some examples of consequences |
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Wednesday, 04 April 2007 |
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We have a new poll up (over to the right). Please let us know what you think Depths of Peril's most exciting feature is. If the feature that you think is the most exciting is not in the poll and you really want to let us know you can always email me. |
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Wednesday, 04 April 2007 |
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So I'm adventuring around trying to solve a quest to get my town's steward unpetrified, when I get a message that a monster is roaming around the town killing everyone in sight. Click to continue reading Amusing side effect |
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Friday, 23 March 2007 |
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I'm actually surprised by our poll results so far. I would not have guessed that Depths of Peril would be the story to lead our poll. I really like that particular story, but it's not what I would have guessed would be the front runner. |
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Wednesday, 21 March 2007 |
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I've seen a few comments here and there about how our game sounds great, but the person was wondering if it was just PR spin. Well I can assure you it's not PR. We have no public relations or marketing people. Pretty much everything you hear comes from me and I'm usually the one that actually implements this stuff. This is one of the nice things about small companies and digital distribution, there really are no middle men between the developer and the gamer in this case. I also personally really don't like when companies talk about features that they want to add to the game but haven't yet. So I don't do it. Pretty much anything I talk about on this website or in interviews are things that are in the game and are already working. |
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Monday, 19 March 2007 |
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This actually happened a couple weeks ago, but it's still quite amusing. So I resumed my last game, grabbed one of my recruits to go adventuring with, and walked out of our covenant house to go get a new quest. And what does my recruit do? He takes about 2 steps out of the house, turns left, and starts attacking a lamp post. Click to continue reading Amusing bug |
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