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New demo released for The Legend of Syro

LegendOfSyroLogo2

It’s been a little while since the last Legend of Syro demo was released, but Chaoswizard98 has been working hard to create something amazing!

There’s a very long list of improvements and new features, but here are some of the big ones:

  • Fully working save system
  • Church and advisor menus
  • New cave map
  • New below ship map
  • Darkness in battles (this is really cool!)
  • New (secret) cutscenes
  • Weapons display in battle
  • Chests can be looted in battle
  • New items to collect

Enough talking, go play it!

Download: The Legend of Syro 1.4.1

News and updates about the project are posted at Ye Olde Blah and SFC pretty frequently. You can also view the project page here at The Shining Source.

New battle cutscenes for The Legend of Syro

Chaoswizard98 dropped another update for The Legend of Syro. The video below shows off the battle cutscenes along with some very cool archery abilities.

There have been plenty of other improvements too! Loading, saving and promotions are now working from the church menu. The advisor menu is also complete and can be used to add and remove characters from your force.

There are still a few more things to finish before Alpha 1.4 is released. From the forum topic:

The remaining To-Do list for Alpha 1.4 is as follows.

– Fix Egress (Currently just restarts the battle and heals all characters)
– Add “Below ship map”
– Finish rigging characters for battle weapons
– Add ranged weapons (and exploding arrows) to battle cutscenes.
– Search in battle
– Battle platforms (Because y’all keep bugging me about this! lol)
– Polish existing dialogue / cutscenes.

Source: Ye Olde Blah – The Legend of Syro (Shining Force Fan Game)

A new Shining Force fan game

chris1234p has been hard at work building a new Shining Force fan game, and although it’s early days there has been some really good progress. Below is the latest update video from earlier this month:

As you can see there’s plenty going on already! Be sure to check out the rest of the update videos from the SFC topic for more info on how things are progressing.


Read more: New fangame

Project Update – July 19th, 2016

It seems like every project update usually contains a bunch of notes about boring engine internals. So here’s a screenshot of Demo 5’s first battle instead.

Some of the graphics are still placeholders, but it’s slowly starting to look like a game. And it wouldn’t be the same game without a bushman to ruin your day.

One thing I really wanted to improve on from previous demos was how the battlefield affects movement. There are already some slow and defensive paths, as well as some aggressive but risky ones.

Internally there have been some big improvements made. Basic character inventory and magic screens are up and running, although they’re rather ugly and will be getting a redesign at some point.

I also spent some time building tools to help with development. Seeing as I spent so much time trying to make everything data-driven, it seemed silly to have to restart the game to load new changes. With that in mind, I built three tools:

  • blamit – Listens for changes to a directory, and when a change occurs will execute one or more build targets. This is used to listen for changes to the various data folders, and then to re-pack everything and copy it to the project directory.
  • listener – Starts a server and listens for changes to a directory, and sends a message to every connected client when a change is made. The main game connects to this server during startup and will reload resources when a message is sent. If an interface screen is showing (such as the character summary screen) it will reload its definition file and redraw itself. This makes it much quicker to tweak screen layouts.
  • slime-server – This is built into the engine as a service. When running, slime clients can connect to the game and run script commands. This makes it easier to spawn entities or move them around without recompiling or reloading things.

Even though they took a while to develop, they’ve made development go a little quicker. But more importantly, they’ve made some of the boring parts much more pleasant to create.

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