![]() ![]() Added a tutorial message to emphasize the importance of blessings.He now blesses you with a Luck blessing at the start of the game. Reworked 'follow the old man' choice on The Isle of Druids. ![]() That's why I've decided to release a new patch that adds some long overdue fixes and quality of life improvements even as I continue to work on the joystick support. ![]() Of course, I don't want the players to feel left out in the meantime. As a result, my regular updates have been a bit quieter lately, as I’ve been putting most of my energy into this behind-the-scenes work. It's easy to get bogged down in the details of mapping buttons and testing inputs, which means that progress on other aspects of the game can slow down. Unfortunately, this kind of work doesn't always make for exciting updates or flashy new features. I have already been accepted by the Nintendo dev program and a Switch dev kit is on my way from Germany, so fingers crossed! Of course, I am overexaggerating a bit as I love doing what I do. Motivation going forward is my dream to eventually see the game on the Nintendo store as Nintendo is one big reason for me to fell in love with games growing up. That last part is a nightmare! A game such as Fabled Lands is heavy on the UI and mapping everything manually, adding lots of events, checks and whatnot in the code is killing my brain cells. This means ensuring that the game can detect and respond to joystick input, mapping joystick buttons to in-game actions, and making sure that the game's UI is designed to accommodate joystick navigation. In my case, I've been working hard to add joystick controller support not only for the Steam version of Fabled Lands but also for a potential Nintendo Switch release (Oh, boy, oh boy!). Adding support for new input devices like a joystick controller, for example, is one such task that can be incredibly time-consuming but is nonetheless essential to ensure that your game is accessible to as many players as possible. If you're a game developer, you're probably no stranger to the tedious and sometimes mundane tasks that come with the job. The devkit from Nintendo Europe has already arrived, so the only thing left for me to do is work, work, work! :)Īs always don't forget to wishlist the game to stay up to date with the latest news and updates: Drop a comment if you like playing games with your controller and you'd want to hop on the beta branch to tell me if it works! I am wrapping up controller support for Steam next week, and I'll start testing with people from the community. You can also read the blog post of how I discovered the FL gamebooks to begin with, and took a flight to London to show Dave and Jamie the first game prototype that helped me win them over and sign a contract: Here's how that very first screen of combat looks like in the game today: You can check some of the very first concept arts and drafts the talented Bernar Aganchyan did that defined the look of the game way, way back in 2019: Special thanks to the authors Dave Morris and Jamie Thomson who put their trust in Prime Games' capability to deliver FL to the modern audience as well as to preserve its spirit and brutality that won the hearts of the old fans, thus cementing its legacy in the ether of PC games. Thank you for being on this journey with me! It is the reason I made lots of connections with lots of amazing people across the globe, both fans of the books and new fans alike. Or grab it while it's 50% off for the Steam Summer sale! Thanks in advance for your help!įolks, yesterday marked exactly 1 year since the release of Fabled Lands! What a ride it was! With over 25 000 units sold and a score of 8.1/10 from 360 reviews, the game made it possible for me to experience the dream of being a full-time indie game developer. Please share your thoughts in the comments below or on the forums at:ĭon't forget to wishlist the game to receive notifications when the full controller support feature becomes available to all players. I'm also curious to know if a PlayStation controller would work well, with all the in-game glyphs updated accordingly. I've extensively tested it with an old Logitech gamepad featuring Xbox glyphs. Implementing controller support is new to me, and as someone who doesn't use gamepads extensively, I'd love to hear about any user experience issues you encounter while playing the game with a controller. I would greatly appreciate it if you could give it a try with a controller or on your Steam Deck and provide feedback. You can access it using the code flgamepad123 through the BETAS tab in the game's properties within your Steam library. Hey folks! I'm excited to announce that the first release candidate build for controller support is now available on the beta branch! ![]()
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