We'll be publishing our next release sometime next month. Like our last release, this will be a development release, meaning it's an unpolished snapshot of where we are at. Unlike our last development release, this release is going to be able to be played from start to finish with no major missing content. This is a pretty big deal, as we will be taking this release and adding embellishments, balancing, and design tweaks and turning into our official 1.0.0 release. Reaching that milestone will be a huge achievement. Although I don't want to speculate right now on when that release will happen, it's entirely plausible that it will be ready before the end of the year.
There have been a number of improvements and reorganization of this website, which will make it easier for newcomers to learn more about the project. These updates are still ongoing, so expect more changes to come.
Since our last update six weeks ago, a great amount of progress has been made (check out our updated roadmap). Most of this work has been in focused on finish the scripting for a large map and working out technical challenges that came along the way. A lot of doors have been opened with the new set of features that have been built for maps, which make scripting them much easier and more flexible than ever before. These challenges were the main reason why work on this map has taken so long; We simply didn't realize all of the holes and issues we still had when we began working on this map months ago because this map is more complex than any other we've ever done. Moving forward, map development will be much, much faster and less frustrating for our designers. On a related note, I'm planning to put together a short video series on our youtube channel soon to explain, at a high level, how maps in Allacrost work and how you can build one of your own. So keep an eye out for that.
Despite all the progress that has been made, the fact is that this project has sadly been a one-man job since I returned to it back in June. I'm doing alright by myself, but as you can imagine a project of this size really needs to be built by a team, not an individual. I've begun looking for help so that our releases this year can be as great as they can be. If any of the following roles interest you, please head to our contribute page and find out how you can help.
- C++ Programmer: the major area needing help is the battle system, polishing its existing operation and adding new features
- Pixel Artist: we're missing a handful of sprites and map artwork and really need some help replacing our current placeholder art
- Traditional Artist: character and location portraits, as well as backgrounds for battles and other scenes
- Designer: design work includes battle and stat growth formulas, UI menu layouts, balancing, and possibly map design as well
- Writer: needed to improve the current set of dialogues and create a storyboard for a sidequest