Dec 7, 2016
Dungeon Kingdom: Sign of the Moon - Kanda
Hello! We released version 0.9.930 of the game yesterday. Here's what was included in the update:

----[]----

-The Saving system has been totally reworked, it’s better optimized, more flexible on the development side, and much more robust and easier to manage for players. Note that we included an “import all save games” button to convert saves from the old system to the new one. At runtime, all old save files are copied into a temporary directory and kept there, waiting to be imported.

-The Autosave has been reworked to be less messy.

-The amount of damage caused to an enemy is now displayed directly on them (this is optional, you can deactivate it). This also works for spell based damage such as the fireball.

-An icon now appears on a character’s portrait when they gain a level.Click on this icon to directly open the character sheet and highlight the increased stats.

-Points distribution: from time to time, you will get some bonus points after gaining a level, you can distribute them freely in the characteristics of your choice.

-It’s now possible to SWITCH the hero's position. Simply drag and drop portraits to change their position. During the process, a small grid of portraits is displayed to show the current position of each heroes in the team (2x2 grid, with two heroes in the front, and two in back).

-A permanent mini automap is shown in the corner (this can be disabled, which will display the compass instead.).

-A fullscreen, detailed and scrollable automap (click on the mini map to open it) has been added. It includes an option to automatically add labels with names of rooms and places you’ve been to.

-Primary gauges are now displayed while sleeping, so you can just stop sleeping when all of them are full.


----[]----

-New Settings panel: Settings is split into several categories (Graphics, Sound…).
-Esc now stops sleeping instead of opening an intermediate menu.
-Fixed wrong ladder/rope trajectory.
-Added a setting to display minimap (if deactivated, display compass instead).
-Added a setting to display location labels on the large automap.
-Added settings to not allow auto performance tuning.
-Added settings for SSAO.
-Added settings to show/hide 3D view damage display.
-Added quality level for SSR reflection.
-Lots of fixes and adjustments to the UI.
-Fixed some wrong door orientation on automap.
-Fixed particles flame not visible in the intro.
-Cursor now hidden when sleeping whilst holding an item.
-Mini automap now hidden when sleeping.
-Fixed waterskin progress bar not updating when being filled at the fountain.
-Cursor rendering order fixes.
-Fixed issues with White Moon symbol on the character’s hand.
-Fixed White Moon symbol appearing on second character's hand in the tutorial.
-Added a text plate in the Offer Room, placed on the basket to inform that it's a basket for offering and that the player should be generous. The plate appears only in easy and normal mode.
-Fixed an issue with the Portrait Room when playing with a single hero or if loading a corrupted save
-Added labels on automap for the city.
-Fixed an issue with teleporters
-Fixed the oil lamp issue when falling into the water area.
-Added an offset to names in automap and a text justify option.
-Fixed the main console line not showing.
-Replaced compass center icon with a mini automap (if option for minimap is enabled).
-Fixed an issue where all heroes are dead from hunger but the game still continued.
-Fixed a bug that occured when loading a game after dying: items from a previous game could still be picked up in hand (was recent a regression).
-Game is now paused when reading book/scrolls.
-Fixed book/scroll title to "jump" when starting to read.
-Fixed issues with mini console.

...The list could go on for ages so let’s stop it here.


Note that the new system for casting priest spells is currently on hold. We’ll wait for more votes to decide if we should change it or not, as most players seem to prefer the current system. (check the polls in the previous update post).

We have new throwing items (Ninja Star, Throwing Knife, etc.) and spells coming in the next update.

Known issue: We identified a small issue in the rendering when SSR reflection is enabled, when you explore the lower levels with dynamic dirt on the walls and floor, leading to some strange white reflection on the bottom of walls in those areas. We’ll fix it ASAP.

Oh, and we’re back to updating regularly now!

EDIT: There has been some changes to Health points and Mana: Mana Points are now Spirit points and Health Points are now Body Points. It's not just a name change: a hero falling to zero Spirit Points won't be able to attack or use any item. So when you create your team, think twice before creating heroes without any brains :-) And yes, of course this change is important for what will happen in the game in upcoming levels...
Dec 7, 2016
Dungeon Kingdom: Sign of the Moon - Alie
Hello! We released version 0.9.930 of the game yesterday. Here's what was included in the update:

----[]----

-The Saving system has been totally reworked, it’s better optimized, more flexible on the development side, and much more robust and easier to manage for players. Note that we included an “import all save games” button to convert saves from the old system to the new one. At runtime, all old save files are copied into a temporary directory and kept there, waiting to be imported.

-The Autosave has been reworked to be less messy.

-The amount of damage caused to an enemy is now displayed directly on them (this is optional, you can deactivate it). This also works for spell based damage such as the fireball.

-An icon now appears on a character’s portrait when they gain a level.Click on this icon to directly open the character sheet and highlight the increased stats.

-Points distribution: from time to time, you will get some bonus points after gaining a level, you can distribute them freely in the characteristics of your choice.

-It’s now possible to SWITCH the hero's position. Simply drag and drop portraits to change their position. During the process, a small grid of portraits is displayed to show the current position of each heroes in the team (2x2 grid, with two heroes in the front, and two in back).

-A permanent mini automap is shown in the corner (this can be disabled, which will display the compass instead.).

-A fullscreen, detailed and scrollable automap (click on the mini map to open it) has been added. It includes an option to automatically add labels with names of rooms and places you’ve been to.

-Primary gauges are now displayed while sleeping, so you can just stop sleeping when all of them are full.


----[]----

-New Settings panel: Settings is split into several categories (Graphics, Sound…).
-Esc now stops sleeping instead of opening an intermediate menu.
-Fixed wrong ladder/rope trajectory.
-Added a setting to display minimap (if deactivated, display compass instead).
-Added a setting to display location labels on the large automap.
-Added settings to not allow auto performance tuning.
-Added settings for SSAO.
-Added settings to show/hide 3D view damage display.
-Added quality level for SSR reflection.
-Lots of fixes and adjustments to the UI.
-Fixed some wrong door orientation on automap.
-Fixed particles flame not visible in the intro.
-Cursor now hidden when sleeping whilst holding an item.
-Mini automap now hidden when sleeping.
-Fixed waterskin progress bar not updating when being filled at the fountain.
-Cursor rendering order fixes.
-Fixed issues with White Moon symbol on the character’s hand.
-Fixed White Moon symbol appearing on second character's hand in the tutorial.
-Added a text plate in the Offer Room, placed on the basket to inform that it's a basket for offering and that the player should be generous. The plate appears only in easy and normal mode.
-Fixed an issue with the Portrait Room when playing with a single hero or if loading a corrupted save
-Added labels on automap for the city.
-Fixed an issue with teleporters
-Fixed the oil lamp issue when falling into the water area.
-Added an offset to names in automap and a text justify option.
-Fixed the main console line not showing.
-Replaced compass center icon with a mini automap (if option for minimap is enabled).
-Fixed an issue where all heroes are dead from hunger but the game still continued.
-Fixed a bug that occured when loading a game after dying: items from a previous game could still be picked up in hand (was recent a regression).
-Game is now paused when reading book/scrolls.
-Fixed book/scroll title to "jump" when starting to read.
-Fixed issues with mini console.

...The list could go on for ages so let’s stop it here.


Note that the new system for casting priest spells is currently on hold. We’ll wait for more votes to decide if we should change it or not, as most players seem to prefer the current system. (check the polls in the previous update post).

We have new throwing items (Ninja Star, Throwing Knife, etc.) and spells coming in the next update.

Known issue: We identified a small issue in the rendering when SSR reflection is enabled, when you explore the lower levels with dynamic dirt on the walls and floor, leading to some strange white reflection on the bottom of walls in those areas. We’ll fix it ASAP.

Oh, and we’re back to updating regularly now!

EDIT: There has been some changes to Health points and Mana: Mana Points are now Spirit points and Health Points are now Body Points. It's not just a name change: a hero falling to zero Spirit Points won't be able to attack or use any item. So when you create your team, think twice before creating heroes without any brains :-) And yes, of course this change is important for what will happen in the game in upcoming levels...
Nov 13, 2016
Dungeon Kingdom: Sign of the Moon - Kanda
Hello everyone!

There are only a few days remaining before the next big update of Dungeon Kingdom.

Before we put it into your hands, we are launching a second bunch of polls to get more feedbacks about some features of the game.

As usual, simple click the links and answer the questions. One poll per link.

Poll about Spells System

Poll about heroes and NPC animations

Thanks so much to those who will take a few minutes to answer.

We'll publish a guide a few days later about the next update content as there are lot of new features and adjustments.
Nov 13, 2016
Dungeon Kingdom: Sign of the Moon - kanda of Normandy
Hello everyone!

There are only a few days remaining before the next big update of Dungeon Kingdom.

Before we put it into your hands, we are launching a second bunch of polls to get more feedbacks about some features of the game.

As usual, simple click the links and answer the questions. One poll per link.

Poll about Spells System

Poll about heroes and NPC animations

Thanks so much to those who will take a few minutes to answer.

We'll publish a guide a few days later about the next update content as there are lot of new features and adjustments.
Sep 10, 2016
Dungeon Kingdom: Sign of the Moon - Kanda
Hello everyone!

As mentionned before, we care about players opinions. So we are launching a bunch of polls to get more feedbacks about some features of the game.

Let's start with two polls. Simple click the links and answer the questions. One poll per link.

Poll about Character Progression System

Poll about Food management

Thanks in advance to those who will take a few minutes to answer.
Sep 10, 2016
Dungeon Kingdom: Sign of the Moon - kanda of Normandy
Hello everyone!

As mentionned before, we care about players opinions. So we are launching a bunch of polls to get more feedbacks about some features of the game.

Let's start with two polls. Simple click the links and answer the questions. One poll per link.

Poll about Character Progression System

Poll about Food management

Thanks in advance to those who will take a few minutes to answer.
Dungeon Kingdom: Sign of the Moon - Kanda
Dear Adventurers,

We are delaying our release by a few months, from the end of Summer to the end of this Winter.

Even though we desperately wanted to stick to our original timeline, we've determined it best to head to full release with more content and more polish.
Delaying until December gives us plenty of time to achieve what we want.

This was a tough decision, and we apologize to any who are disappointed by it. We will do our best to release a game we will all be proud of in December.

This decision was taken by playing and working on our own game for the last few months, listening to and observing our beta testers, and getting plenty of kind words from supporters asking that we take our time and to not rush things. We always said we prefer to not sacrifice the quality of the game to release the game early. That's our way of thinking and to respect our fans who expect a lot from our game, we won't change.

We want the best for our dungeon crawler, and between making high quality artworks, testing balancing, or supporting a lot of languages, there are a lot of huge tasks for our very small team, but we have so much passion that nothing will prevent us from releasing the game we always wanted to put in your hands.

Dev Update:

-We've made a few decisions and slighlty modified our workflow, so you guys will enjoy again more regular updates. First of all, we may push updates in English and French only, and we plan to stop the time consuming task of translating all the texts (thanks to all our friends who help us!!!) at each update. We will include the extra languages translations in the final release only. This will save a lot of time. Secondly, we initially planned to release only 4 more levels (4 huge levels, remember our levels are not shaped the same way as most of the classic dungeon crawlers as we are not using stacks of 2D grid levels). However this requires too much time to test and balance the new areas before we can upload any update on Steam... So we have taken the decision to split the huges levels into smaller ones to make it easier to push new content regulary.

-Valve/HTC and Oculus kindly provided to us some Virtual Reality headsets and controllers to port Dungeon Kingdom to VR platforms. Some good progress has been made so far and we will show something soon. As a reminder, this was one of our IGG promises and the players waiting for it will be happy to know that this feature is on track. This VR port has the same levels as classic (not VR) version, but you will play as a single hero and will interact and move with more freedom.

That's all for this long update. Thanks again to all who support us, either by simply sending some kind words, or by offering their help for testing, translating, correcting texts etc.

May the power of Adwij be with you!
Dungeon Kingdom: Sign of the Moon - kanda of Normandy
Dear Adventurers,

We are delaying our release by a few months, from the end of Summer to the end of this Winter.

Even though we desperately wanted to stick to our original timeline, we've determined it best to head to full release with more content and more polish.
Delaying until December gives us plenty of time to achieve what we want.

This was a tough decision, and we apologize to any who are disappointed by it. We will do our best to release a game we will all be proud of in December.

This decision was taken by playing and working on our own game for the last few months, listening to and observing our beta testers, and getting plenty of kind words from supporters asking that we take our time and to not rush things. We always said we prefer to not sacrifice the quality of the game to release the game early. That's our way of thinking and to respect our fans who expect a lot from our game, we won't change.

We want the best for our dungeon crawler, and between making high quality artworks, testing balancing, or supporting a lot of languages, there are a lot of huge tasks for our very small team, but we have so much passion that nothing will prevent us from releasing the game we always wanted to put in your hands.

Dev Update:

-We've made a few decisions and slighlty modified our workflow, so you guys will enjoy again more regular updates. First of all, we may push updates in English and French only, and we plan to stop the time consuming task of translating all the texts (thanks to all our friends who help us!!!) at each update. We will include the extra languages translations in the final release only. This will save a lot of time. Secondly, we initially planned to release only 4 more levels (4 huge levels, remember our levels are not shaped the same way as most of the classic dungeon crawlers as we are not using stacks of 2D grid levels). However this requires too much time to test and balance the new areas before we can upload any update on Steam... So we have taken the decision to split the huges levels into smaller ones to make it easier to push new content regulary.

-Valve/HTC and Oculus kindly provided to us some Virtual Reality headsets and controllers to port Dungeon Kingdom to VR platforms. Some good progress has been made so far and we will show something soon. As a reminder, this was one of our IGG promises and the players waiting for it will be happy to know that this feature is on track. This VR port has the same levels as classic (not VR) version, but you will play as a single hero and will interact and move with more freedom.

That's all for this long update. Thanks again to all who support us, either by simply sending some kind words, or by offering their help for testing, translating, correcting texts etc.

May the power of Adwij be with you!
May 29, 2016
Dungeon Kingdom: Sign of the Moon - Kanda
Hello everyone,

It’s time for an update on Dungeon Kingdom: Sign of the Moon’s progress.
We have been adjusting a lot of the features in the game:

- First of all, we adjusted and in some cases simplified the core rules system to make character evolution clearer for players. All parts have been tweaked, such as character evolution, experience gain, damage, etc.

-Priest spell casting has changed: Now priests do not need Mana to cast a spell. Priest get their power from their devotion to Adwij. You can cast any spell if the hero has the right level to do it. Then, a cool down appears before you can cast that spell again.

-We now allow players to look around on the automap, it’s no longer locked in place.

-Health Points are now Body Points, and Mana is now Spirit/Mind Points. While Body Points don't really change the game, the notion of Spirit Points allows for some new mechanics such as a new kind of attack: the Psionic Attack. Any character with no Spirit Points will lose the ability to perform actions, including physical ones, as their brain is in a paralyzed-like state.

-New spells and new items have been added.

-Better visual feedback when you get hurt, gain new levels, etc. We’ve also added the gauges when you’re sleeping.

-The game is now paused when reading a book/scroll.

-You can now switch around the character’s positions. Front characters can now become back characters and vice versa, at any time.

-Added the ability to use items to cast spells, such as scrolls and staffs.

-Some other new features were added, but we'll let you discover them whilst playing, we don't want to spoil the surprise!

The next update will contain all of the features mentioned above, but we’ll take some more time to test them all first.

On the Level design side of things, we keep adding new levels, and we care about creating a lot of content for all the areas and not simply always reusing the same graphical elements. This is of course time consuming and we want to thank you all for your patience. We don't want sacrifice any content by rushing to push out levels that we are not satisfied with. This is why we have decided to schedule the full release for after the summer. Holidays are coming quickly, and instead of having the final release when many of our players are away, we'll wait until after the summer and take that time to polish the game.

Stay tuned for the next game update, we'll push it on to Steam soon!

May 29, 2016
Dungeon Kingdom: Sign of the Moon - kanda of Normandy
Hello everyone,

It’s time for an update on Dungeon Kingdom: Sign of the Moon’s progress.
We have been adjusting a lot of the features in the game:

- First of all, we adjusted and in some cases simplified the core rules system to make character evolution clearer for players. All parts have been tweaked, such as character evolution, experience gain, damage, etc.

-Priest spell casting has changed: Now priests do not need Mana to cast a spell. Priest get their power from their devotion to Adwij. You can cast any spell if the hero has the right level to do it. Then, a cool down appears before you can cast that spell again.

-We now allow players to look around on the automap, it’s no longer locked in place.

-Health Points are now Body Points, and Mana is now Spirit/Mind Points. While Body Points don't really change the game, the notion of Spirit Points allows for some new mechanics such as a new kind of attack: the Psionic Attack. Any character with no Spirit Points will lose the ability to perform actions, including physical ones, as their brain is in a paralyzed-like state.

-New spells and new items have been added.

-Better visual feedback when you get hurt, gain new levels, etc. We’ve also added the gauges when you’re sleeping.

-The game is now paused when reading a book/scroll.

-You can now switch around the character’s positions. Front characters can now become back characters and vice versa, at any time.

-Added the ability to use items to cast spells, such as scrolls and staffs.

-Some other new features were added, but we'll let you discover them whilst playing, we don't want to spoil the surprise!

The next update will contain all of the features mentioned above, but we’ll take some more time to test them all first.

On the Level design side of things, we keep adding new levels, and we care about creating a lot of content for all the areas and not simply always reusing the same graphical elements. This is of course time consuming and we want to thank you all for your patience. We don't want sacrifice any content by rushing to push out levels that we are not satisfied with. This is why we have decided to schedule the full release for after the summer. Holidays are coming quickly, and instead of having the final release when many of our players are away, we'll wait until after the summer and take that time to polish the game.

Stay tuned for the next game update, we'll push it on to Steam soon!

...

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