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Devourer Of Souls

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Joined: Mar 31, 02

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Game developer, whom typically likes to stay out of the spotlight. Nice guy, though.

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Client Side -> Server Side

If you're logging onto Sigrogana Legend today and you've played before, you might want to be aware (if you're not already) that we're moving from client side saving to server side saving.

The bad news is that your characters will be lost. The good news is that any items in your house and your player houses themselves will be fine. So, if you get a moment between now and 5 PM EST, you might want to log in and drop your items and Murai in your house for safe keeping, as we've been suggesting all week.

If you're too late? Well, you're too late, I guess.

Just giving you guys a last heads up.

Posted by Devourer Of Souls on Tuesday, October 14, 2008 01:22PM - 7 comments / Members say: yea +1, nay -1

Sigrogana Legend Public Testing

As of the time of this posting, I'm opening the game up for a public testing period. If you didn't even know the game was being updated again, might I suggest glancing over this post of mine since it details all of that stuff.

If you don't know what the game is, I'll summarize; it is a multiplayer roleplaying game (as in actual roleplaying, not just sitting in the genre). That's a very generic summary. For more on what's all in it, check the previously linked post for screenshots/game details or check the hub entry, or even better yet, the game itself.

If you happen to join the game, please take a minute to read the Foreword from the Developer, as it details some things that I don't want to re-list here.

You can join the game by clicking the link just to your right under 'Cool Games', and finding the server listing. I'm not sure how long I'll be keeping the server open (it ultimately depends on if any bugs and such are discovered), but it should be at least a few hours.

Thanks for reading.

Posted by Devourer Of Souls on Wednesday, August 06, 2008 05:09PM - 7 comments / Members say: yea +0, nay -1

Some Early News For Lair Lurkers

I'm not going to be posting this message on the Members page yet since I'm not quite where I want to be, but I'm getting closer (who would have thought) to the event I wanted to wait to post on the Members page for; public testing. Public testing of what? If you frequent the forums, you already know, but apparently a lot of people don't do that. Anyway.

Sigrogana Legend is back in development. And it has been since... Mid-April. Now, this is probably something you'd think I would announce back then, but to be honest, I had reservations; first of all, the tried and extremely true 'DON'T ANNOUNCE ANYTHING YOU HAVEN'T DONE YET' slogan that BYOND is proud of. I felt that if I announced it too soon, many of the things I wanted to try with the game would feel pressured on me, and if I couldn't end up making them happen, I would feel disappointed and fall out with the project again.

However, three months later, and I've made some really good progress with the game and I'm surprised how well it seems to be going. The game has, essentially, been completely redone due to bad coding practices, but thanks to BYOND 4.0 and a little bit of effort, the game looks far better than it did way back when.

In addition, it plays a lot better than it did back in the day too; many changes and improvements have been made in the way to help make the game feel... more like a game, which is a weird feeling to describe, but it's one of the ones I've managed to curb.

I'm not entirely sure just how many or who amongst you lurks this blog, and since this won't be on the Members page, it's hard to think of just who played Sigrogana Legend like a year or so ago. I know that at least one of my blog watcher, Ryokashi, did, but then again I don't know to what length.

That big digression aside, the only things holding me back from public testing is one thing; content. Even with all of the work I've put into the game, this is something that will always bug me because I will always feel that there is never enough.

This is mainly in the vein of areas to explore, quests, things to do, class functions, and such. Oh content, you generic bastard. Fortunately, with the way the system is now, it's probably easier than ever to add these things, and it will probably be my primary focus.

Don't worry, though; it shouldn't take too long. I don't want to add TOO much to the game, only to find a game-breaking bug (none yet, but knock of wood) and have to redo a lot of stuff as a result.

Sorry for the delay in posts; I was worried that it might happen, which is why I put them both as posts here instead of Members page ones.

Hopefully the next blog post will be an announcement that public testing is open.

If you want to keep better track of what I've been doing and how fast it's going, I keep a topic on my forum open for this very purpose; I tend to post everything I've done so far there as it happens. The Worklog, on the NEUS Project forums.

I've also kept a small collection of screenshots of the game; mostly things that were 'newly developed', so they've probably changed by the time you've seen them in the game, but just the same, here's the link to the screenshots section.

Feel free to post comments/questions here, too, if you like.

Posted by Devourer Of Souls on Sunday, July 27, 2008 11:08AM - 3 comments / Members say: yea +0, nay -0

Whoops

Yes, I realize that I posted that on May 28th about 'news coming soon', and that there hasn't been 'any news yet'. Still, the post served its purpose to let people know that I'm still quite around.

Anyway, a month later and I'm going to say the same thing; 'news coming soon'. I apologize for that brief period, that seemed to fly by, but I'm going to get everything together now.

Posted by Devourer Of Souls on Friday, July 11, 2008 09:27AM - 0 comments / Members say: yea +0, nay -0

Not dead or inactive.

News coming soon.

Posted by Devourer Of Souls on Wednesday, May 28, 2008 03:36AM - 2 comments / Members say: yea +0, nay -0

 

 

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