I announce: this was the last buggy release of KeeperRL. I've taken testing too lightly in the past, but I'm going to raise my standards. Future releases will be tested much more thoroughly. I'm also working on fixing various glitches.
After the last release I took some 2 weeks off, during which I ran in a marathon in Amsterdam, went on a few bike trips and did other things that don't require my hands on the keyboard. After coming back, I picked up a new Mac Mini and compiled KeeperRL on the OS X. This means that all future versions will support the Mac.
There have been some gameplay changes, too. I implemented a simple, clunky UI for managing multiple teams. So far you can add and remove monsters, change the leader or take comand. I plan implementing a few orders, like stand ground, go to location, etc.
I changed the way levelling works. A monster's level is now implicitly derived from its attributes and skills. So looking at this number should give you a basic idea of how dangerous a monster is, regardless of its race. The training room now directly increases various attributes. I plan to add specific skill training. The first room to do that will be the archery range.
Other things that I plan for the next release include redefining village behavior. I've received numerous requests that village populations respawn and perform more interesting attacks. Hopefully this will cause the games to last longer and be more entertaining. To help it some more, I plan a big increase in underground content: guarded treasure vaults, lava lakes, undiggable areas, temples, etc.
Expect the next release at the end of November.
PS. KeeperRL alpha 1 was released one year and one week ago. It looked like this:
The good news today is that KeeperRL has been greenlit, yay! Big thanks to everyone who voted and most of all to those who helped spread the word on various websites. It wouldn't happen without you.
I'll use this occasion to talk a little bit about the future of the game. I would like to put it up in the Early Access program on Steam. I don't know when exactly this will happen, because there seem to be a lot of formality involved. Don't take my word for it, but my current guess is the beginning of 2015. Which brings us to something more important.
If you followed the Indiegogo campaign earlier this year, you might have noticed that the original release date for KeeperRL 1.0 was set to December 2014. It's now obvious to me that it won't happen. In one way my estimate was overly optimistic, as development slowed down since then, and I also let some unplanned features slip in. Typical gamedev story, I guess. But there is more.
I was also pessimistic while setting the release date, as I didn't expect huge success from the project. My plan was to finish it as a minimal complete game, release and be done with it. I'm a beginner game developer, so I anticipated that my first project would be very far from perfect. It made more sense to finish it quickly, then use that experience to work on something new and better.
Recently though, I changed my mind. The game has improved a ton since April, even though it still has lots of problems. I'm starting to like it so much that I just want to continue working on it. I think it will keep getting better with age, like good wine. I feel that finishing now would waste a lot of its potential.
Getting to the point, I'm going to work on KeeperRL for at least one more year, and most likely for longer than that. This will let me do everything that I have in my mind without any unnecessary time pressure.
As for how the project will shape out in the near future. My plan is to have something much more stable and bug free than now by the start of 2015. Hopefully this will coincide with a release on Steam EA. This version will then be the base of continued development. If you're one of the 109 people who claimed the Gnome perk in the Indiegogo campaign, then at this point you'll receive access to the game.
Anyway, here's to the future of KeeperRL :-) <opens a beer>.
KeeperRL alpha11 is released. This update features a massive graphics improvement as well as many gameplay changes. See changelog below.
The free and paid versions are available from Itch.io. As usual, the free version is the same as the full release, minus graphics and music. If you've already bought the game before, you can download the new version from your personal itch.io link.
- New UI graphics.
- Many bugfixes.
- Much nicer mountain tiles.
- Naturally flowing rivers.
- Many new messages in keeper mode.
- Torches are now attached to walls.
- Added gnomish villages under the mountain
- Big morale penalty if village leader is killed.
- Double mana for killing enemies in their sleep.
- More intelligent dragon attacks.
- Removed the old adventure mode (only adventurer vs. keeper is left now).
- Use right click for many keeper mode actions.
- Undead injuries rebalancing.
- Temporarily removed shrines.
- Renamed goblin to orc and gnome to goblin.