Questverse: Space Anime RPG on Lgdb

lunarts's picture

Hello once more, here is this

Hello once more, here is this month status report:

Questverse audience keep growing slowly, already being into an acceptable range, but I believe which the publicize step of the game already passed some time ago; after studying in theory and pratice how a kickstarter works, I'm now focused in first finishing the game and only later doing additional publicizing; I noticed one thing is having a faithfull audience, other is to convice them to finance your project. I will update this topic at a monthly cycle, from the last month to the current one I started to show some 3D game characters, I made some changes to the promo video(as usual), textured, and showed a little about how the game dialogue system will look like. If you want to check it out, visit http://www.indiedb.com/games/questverse

We will meet again at the next month report, follow the above site for the most current updates.

lunarts's picture

Here is this month status

Here is this month status report.

This month I learned a bit about SEO(Search Engine Optimization), improved the character creation scene, did public votation polls to verify on your opinion, gathered hardware specifications and showed two charts with technical details about the game. The dialogue and enviroment interaction system implementation are close of being done, even more taking in account I do not play any games anymore(I just work on my game now up to next october). Check it out at http://www.indiedb.com/games/questverse for more details about what was talked about. You can also participate on the votation polls there or follow one of the game social network profiles. Thank you very much.

Until the next report friends

lunarts's picture

Hello friends, here is this

Hello friends, here is this month report:

Taking in account which the time to work on the true gameplay has arrived(from today or tomorrow on), this month I studied about how to create semi-automatized and better armatures, and I already implemented the possibility to equip objects on any bone of the character body; I also switched from ubuntu to Xubuntu, used more effects at my work in progress game trailer and other small things. If you want images, videos and details, check http://www.indiedb.com/games/questverse

Thanks, and until next time!

lunarts's picture

There was no monthly report

There was no monthly report on december, as that month, as expected, was busy for me; I also didn't created new content, only improved what already existed for the game.

It isn't a monthy report already, but I bring you this time the first steps of the game Intro video, for those who like to see the earlier development of the game components, check it at www.indiedb.com/games/questverse if you're interested.

I'm aiming to have something playable this month(since I hadn't time on december); but even so, it will not mean much while I cannot personally talk with the creator of BBPlayer, my friend DeltaSpeeds; as it is of knowledge of those who manage to come far enough with their games(using BGE), it allow protection of the game assets(graphics, sounds, etc), selectively allowing acess to the desired parts of it only. It is also a kind of end user executable with a friendlier license.

So... that is all for now friends! Until the next post and thanks for your visit.

lunarts's picture

Hello space aadventurers,

Hello space aadventurers, this is the report from november up to the current month(just ignore depending on the forum repeated content from previous reports):

Some may ask themselves why I hadn't shown the game demo on december or january as promised, well, at december I hadn't much time(christmas), now for january, around day 20 I already had the playable demo, but only for blenderplayer; so, I'm waiting to do the right thing, which was talking to BPPlayer creator(besides power shortages and others here) and requested some criptographic changes to its system, some of the improvements were already finished, but others still remain, which may take from 1 to 2 weeks. Important note, the demo I have should work only on linux, windows versions will follow, as for the mac OS version, the knowledge which the mac BGE has many more bugs than the others makes me think on dropping mac support, although I would like to have it. Burster is out of cogitation.

Due to my desire of already present a demo, I applied my efforts on improving what the game already had instead of new content, I know I said I would already work on the game first quest, but nothing matches a good ol demo. I tested and retested the rest though, and now I really will start working on the first Quest(currently on teh space map, which comes right before it). The initial setup, logo, title, main menu, character creation, intro and space map scenes are already stable; except at the character creation, were I found a nasty bug on blenderplayer itself and alrady reported it to someone who can make use of that to fix the issue, I already included a temporary workaround for that at that scene.

I decided to create my own version of the gui module with my improvements, using the original bgui module as base, which I called lgui(lunarts gui) to avoid confusions with the original bgui; I created a word processor for subtitle .srt and txt files for my game, changed the game site, added special thanks, created a window constructor which use only 8 small .pngs; now testing the game with the external blenderplayer instead of the built-in one, started to use a software for 2D animations; showed the work in progress intro video; changed the game minimum resolution to 1280x720(it works stretched with 1024x768 too), fited my game to the new BGE async libload; stop using .ogv(too many issues) for videos and am using .webm instead; and now I am using the most current blender and blenderplayer version from svn(the version which works that is) from blender foundation(bleeding edge updates) and much more.

The game now have a manual, which is too in progress, which can be obtained at: http://www.lunarts-studio.com.br/manual.pdf.

Regarding the campaign end at December, indiegogo taxes plus brazilian government taxes(D=) ate a considerable sum of the campaign amount; so, I recommend to you to choose a minimum value which is still a great amount discounting taxes, choose "funded or give the money back" instead of "Receive all funding" if you start a funding campaign.

That is it for now, thanks and until next time!

lunarts's picture

Hello! A pre-alpha version of

Hello! A pre-alpha version of the demo is already available at http://www.indiedb.com/games/questverse/downloads/questverse-user-demo-p...

Note: Only for linux currently; read the contents of the game docs folder with care.

lunarts's picture

Correction to the above two

Correction to the above two links, testing shows which if you're not a member of IndieDB it can be very difficult to download the game, that is the reason of this correction.

Let me know of issues, suggestions, links state, if it even runs and such.

lunarts's picture

Report extracted from the

Report extracted from the game indiedb page

Questverse bimestral report: April 2013 (now with windows support)

Hello once more fellow space adventurers, here I am to bring you a new Questverse report, so, lets see the main things which happened since the last report

So, at my last Questverse report I showed the first demo(pre alpha though) of the project, and the first demo I ever made of a game since 2007(I had 17 years back then), that is a very good, as there is a difference to the 2007 small project, which is the fact Questverse is much more than that previous demo from eons ago(which wasn't serious) was. Interestingly a couple of things from that small, old project(called Bioweapon) made their way into Questverse.

I though the linux version would work well for my fellow game followers, since I tested it before releasing; but I soon discovered bugs which I hadn't anticipated(big thanks to AlexVSharp for telling me one of those), a thing all software developers face sooner or later. The demo was(and is) in a pre alpha state(it is not even a alpha yet or a full game pre alpha), and will remain that way for quite some time still, so that was expected. I soon also released a windows version, first 64 bits, then 32 bits, and also found some bugs, running windows tests with 4 friends helped me to locate and already fix some of those.

Bimestral report April 2

I'm currently porting the most recent changes I made to the linux version of the game to the windows one, so I can hopefully release an update this month for windows(linux already had his); after this I will have to fix just two more bugs on windows, and I will get back to the interesting part of the game(this time permanently) and to fixing non indispensable and non hard to solve bugs.  Needless to say I halted progress on the space map and first quest until I fix those issues, I like to first solve nasty things and only then things I find more interesting.

So basically what happened, from older events to more recent ones were:

  • Adapted my workflow, so it now takes in account my game now has encryption and file packing with tar(with gpgme and libtar).
  • Fixed the game not even starting on linux because the encryption key was missing
  • Fixed missing libraries at linux with static linking(tested only on ubuntu 12.04+,  fully updated)
  • I ceased to compile blender with scons, now I will use only cmake
  • Removed unused libs from the blenderplayer, which reduced the game package size
  • Improved the game bug collector to help myself when solving bugs
  • Ceased to host game downloads on indiedb, I'm now hosting it on the Questverse site. IndieDB had too many issues when used for that
  • I had gone through bat2exe, visual basic and sharpdevelop but settled on c++ and codeblocks for the game exes(both linux and windows), this solved the false virus positives for my game on windows. Codeblocks is a beautiful program and cross-platform, the exes are now smaller, faster and uses the cross compatibility of c++.
  • Learned how to use blender window manager, GHOST(blenderartists Moguri pointed me the name), which only blender uses and more sadly has no documentation or much help on the web about. The game now uses it to handle its window, which allowed me to put icons on the window, disable its maximize and resizing features(you must do that inside the game) to prevent graphics distortion and keeping things cleaner and more good looking.
  • Learned how to compile 32 bits software on a 64 bits, and also learned about the existence of cross-compiling, which I may try in the future to speed development.
  • Improved the process of sending a game release to the site, it is now sent automatically with ncftp(at linux), it will save me time.
  • After the purchase from a ubuntu vostro 3560 laptop(and the use of a clean ubuntu consequentially), I discovered bugs which were happening for everyone else but me(encryption issues, more missing libs and such). I fixed them, but please, let me know if you have problems with the game, otherwise I will find some important bugs the hard way(or may even not find them).
  • The character creation texture garbage on linux caused by the blender game engine was solved thanks mainly to blender bugs Dalai Felinto(for really getting interested in solving this issue I reported and helped upon), but also to Benoit(who actually fixed the issue)
  • The site download area now shows more information about the available game packages(it also update automatically the package update date), and I also fully disabled the site donation area; I think I will no longer use it, I'm now focusing on the game campaign which shall happen at the end of this year to collect some funding(I'm persistent, what can I say), and that is why it will now only show a simple art saying that until then. After that I will just change the area to reflect new yearly campaigns if any.
  • AS always, many small fixes

Bimestral report April 1

That is it space adventurers, visit the site downloads section of the game site at least once a month to check for new releases, as for the windows users, wait just one month or a bit less, I'm almost done with porting the linux updates to the windows version(hopefully). To check further updates visit indiedb for graphical updates(if those happen) and check the game twitter which is to the right of this news article for more detailed and frequent text reports.

Thanks for your visit, I hope to see you again at the next bimestral report, which you're liking the progress on the game and which you can participate on the game development, be it contributing with game testing data, tips, constructive criticism or/and by talking about it with people which may too be interested on it.

Lunarts

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