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Any updates? #20
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Hi Robin, As you know, devilution was released some time ago. It got a lot of people excited (including me), so I figured I could stop releasing anything new since people had something else to entertain themselves with. I'm still working on it privately. Now with devilution, I can see how many things are done in the original, so I've made some progress on some stuff from the list above:
near roadmap:
I've been working privately because it's faster this way. With devilution, things changed as stuff I thought were complicated because they involved some research on how they worked are now simpler. The long term goal is to have a playable game with all the basic features done. Until the project reaches a near final version (or close to it in terms of base features that are present in the original), it's hard to bring in contributions from others. The contributions that were more useful for me were the ones that explained how things worked (like the font, automap tips you gave me, CEL implementations other people did). I wasn't planning on releasing anything until next year. I want the next release to be fully playable (even if some things are missing - missiles/spells). But load/save, buy/sell, enemy battles, quests should be done before the next release. |
This could be really useful for a HD texture mod/pack too which could compliment the original assets! |
Curious to see DGEngine continue to develop, especially as it has a very clean data-driven approach; which is thus far lacking from other engine re-implementations.
I know you posted a road-map earlier on, is this still the rough course of the project? Is there anything that the community could be invited to contribute on?
Happy coding!
Robin
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