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I recently added a 'mini-game system' to Revel which can host various mini-game instances.
Below you see 'MGSecretCode'
Any minigame can be started via an action (as part of activating a structure or choosing a response option in dialogue), and using simple syntax:
o.miniGame({type:"SecretCode",secret…
Below you see 'MGSecretCode'
Any minigame can be started via an action (as part of activating a structure or choosing a response option in dialogue), and using simple syntax:
o.miniGame({type:"SecretCode",secret…
Greetings all!
The latest version of Revel Immortal is up
As usual you can check it out here: http://edigames.com/revelimmortal
Notable Changes:
The latest version of Revel Immortal is up
As usual you can check it out here: http://edigames.com/revelimmortal
Notable Changes:
- We no longer require birth-year, gender, zip to register
- Existing birth-year, gender, zip info has been wiped from our database
- New title screen art
- More UI soun…
In Revel there are now three mechanics for notification:
Notify: which is a non-modal single line, 'blinking' notification that shows at the top left.
Alert: a modal message with an OK button.
and the new mechanism is called 'deepen'; it is meant to be used when a singular story critical event happens…
Notify: which is a non-modal single line, 'blinking' notification that shows at the top left.
Alert: a modal message with an OK button.
and the new mechanism is called 'deepen'; it is meant to be used when a singular story critical event happens…
It's 3:21 AM; and it's been a busy weekend so far!
First, I would like to show you some new enhancements to the tile screen art:
(you can see the old "current" title screen art here: http://edigames.com/revelimmortal)
New Title Screen Art:
Quests, Quests, Quests:
If you've been paying attention, Februar…
First, I would like to show you some new enhancements to the tile screen art:
(you can see the old "current" title screen art here: http://edigames.com/revelimmortal)
New Title Screen Art:
Quests, Quests, Quests:
If you've been paying attention, Februar…
Greetings All,
Alpha version 0.18 is now live,
you can check it out here http://edigames.com/revelimmortal
Our equipment dye give-away has come to an end; and we got a great response from folks!
Alpha version 0.18 is now live,
you can check it out here http://edigames.com/revelimmortal
Our equipment dye give-away has come to an end; and we got a great response from folks!
For those that don't know HTML5 has two audio specifications at the moment.
The poorly performing but widely implemented 'Audio Element'
And the high performance but spottily implemented 'WebAudio API'
When we launched Revel last April, the WebAudio API was in bad shape, and mostly implemented only in…
The poorly performing but widely implemented 'Audio Element'
And the high performance but spottily implemented 'WebAudio API'
When we launched Revel last April, the WebAudio API was in bad shape, and mostly implemented only in…
Greetings All!
The latest version of Revel Immortal is now live,
Check it out at http://edigames.com/revelimmortal
Players this week will receive a free random equipment dye.
The latest version of Revel Immortal is now live,
Check it out at http://edigames.com/revelimmortal
Players this week will receive a free random equipment dye.
Morning All!
First off I'm really glad to see that we've had more users signing up/logging into Revel lately. I hope everyone is enjoying what little content there currently is at this stage, and I just wanted to take a moment and say thanks for the support!
Next Update
I have tentative plans to rele…
First off I'm really glad to see that we've had more users signing up/logging into Revel lately. I hope everyone is enjoying what little content there currently is at this stage, and I just wanted to take a moment and say thanks for the support!
Next Update
I have tentative plans to rele…
As seen here, there are now equipable hair-style items that override Morning's default hair style;
this also makes her hair dye-able; if that's your thing.
On the weapons front I've managed to merge the melee weapons code and the magic code into a single path of particle emission code.
I'm working awa…
Morning All!
It was a very productive weekend, what with graphical enhancements, bug fixes and a few new features.
Here's what went down:
Room Centric NPC's (termed Mobs, for differentiation)
Revel Immortal, has two classifications of NPCs; the first might be called 'designed' or 'global' NPCs.
The are…
It was a very productive weekend, what with graphical enhancements, bug fixes and a few new features.
Here's what went down:
Room Centric NPC's (termed Mobs, for differentiation)
Revel Immortal, has two classifications of NPCs; the first might be called 'designed' or 'global' NPCs.
The are…
Hi all,
I've spent a bit of time implementing a few programmatic features to improve the graphics in Revel Immortal.
Mostly some perspective cueing (generated shadows and highlights); and auto-transitioning (via clipping masks).
The only thing that's bugging me is the lack of true correctness for the …
I've spent a bit of time implementing a few programmatic features to improve the graphics in Revel Immortal.
Mostly some perspective cueing (generated shadows and highlights); and auto-transitioning (via clipping masks).
The only thing that's bugging me is the lack of true correctness for the …
Greetings All,
I had a pretty productive weekend, what with the release of Revel Immortal 0.16 (Alpha)
Which you can try right here, if you want (http://edigames.com/revelimmortal)
The goal of this update was to release the first five complete quests we've built for Revel in Garranshall; and to take c…
I had a pretty productive weekend, what with the release of Revel Immortal 0.16 (Alpha)
Which you can try right here, if you want (http://edigames.com/revelimmortal)
The goal of this update was to release the first five complete quests we've built for Revel in Garranshall; and to take c…
Alpha version 0.16 is now live, give it a shot at the usual link:
http://edigames.com/revelimmortal
Note that due to some major changes, and still having the luxury of an open alpha, we cleared out previous save games to get rid of some nasty patch code that was in existance before now.
Given that pla…
http://edigames.com/revelimmortal
Note that due to some major changes, and still having the luxury of an open alpha, we cleared out previous save games to get rid of some nasty patch code that was in existance before now.
Given that pla…
Greetings all,
It's been a busy two weeks since the 1st of the year, but I am happy to report that the goals I've set thus far have been achived.
Week 1:
The goals for week 1 started with 'getting my act together' concerning the planned release for May.
It was decided that instead of spreading too thin…
It's been a busy two weeks since the 1st of the year, but I am happy to report that the goals I've set thus far have been achived.
Week 1:
The goals for week 1 started with 'getting my act together' concerning the planned release for May.
It was decided that instead of spreading too thin…
Greetings all!
I've been wrapped up in holiday festivities, as I hope you all are as well.
With so little time left in the year I wanted to report my final personal work log was 885 hours spent working on Revel Immortal in 2013.
I also wanted to share my personal work log document with you all, as it …
I've been wrapped up in holiday festivities, as I hope you all are as well.
With so little time left in the year I wanted to report my final personal work log was 885 hours spent working on Revel Immortal in 2013.
I also wanted to share my personal work log document with you all, as it …
Hi all,
You might have noticed the little black rectangle on my journal (over here ish->)
This is a custom 'widget' of sorts that gets up-to-date stats from Archon, the user account system I built for edigames.com as a way to keep user acounts and store files for Revel Immortal.
It lists some inter…
You might have noticed the little black rectangle on my journal (over here ish->)
This is a custom 'widget' of sorts that gets up-to-date stats from Archon, the user account system I built for edigames.com as a way to keep user acounts and store files for Revel Immortal.
It lists some inter…
Greetings All,
So I pushed ahead last night and implemented production-server delivery of fragments of monolithic resource (.frag) files.
As designed the implementation was very simple, merely uploading the required frag files, changing their permissions, and writing a new function into the Archon…
So I pushed ahead last night and implemented production-server delivery of fragments of monolithic resource (.frag) files.
As designed the implementation was very simple, merely uploading the required frag files, changing their permissions, and writing a new function into the Archon…
Hi All,
In an earlier journal entry I explained the switch from storing maps in revel as large directories of files, to a one file per map, monolithic storage of rooms.
This transition is also going to be handy for content delivery and filtering based on what parts of the game (assuming a player opts…
In an earlier journal entry I explained the switch from storing maps in revel as large directories of files, to a one file per map, monolithic storage of rooms.
This transition is also going to be handy for content delivery and filtering based on what parts of the game (assuming a player opts…
Greetings All!
As of Sunday I feel somewhat of an internal Milestone has been reached; and it's a good time to take a moment, step back and have a good look at what the last month-and-a-week has brought.
We are only a few weeks away from the end of 2013; and it was a marathon year for me, having secu…
As of Sunday I feel somewhat of an internal Milestone has been reached; and it's a good time to take a moment, step back and have a good look at what the last month-and-a-week has brought.
We are only a few weeks away from the end of 2013; and it was a marathon year for me, having secu…
Hi all!
Version 0.15 of Revel Immortal has just been released!
http://edigames.com/revelimmortal
Took a bit longer than we wanted due to emerging technical challenges, and training some new folks interested in working on Revel.
Hi all!
So, per the steps laid out in my previous entry, I made a bunch of changes to the quest system.
.. and I am happy to say they seem to be a success.
I was able to push forward on one of the quests "The Noble Air of Violence" in garranshall, and am nearly done with it.
Having actions fire on hear…
So, per the steps laid out in my previous entry, I made a bunch of changes to the quest system.
.. and I am happy to say they seem to be a success.
I was able to push forward on one of the quests "The Noble Air of Violence" in garranshall, and am nearly done with it.
Having actions fire on hear…
Greetings All!
I am happy to say I spent last evening working on implementing the new NPC dialogue system; and using it to further a few of the quests we currently have in Revel Immortal.
It's going well, I can actually tell a story now...
We've always had some basic ideas of the stories we're plannin…
I am happy to say I spent last evening working on implementing the new NPC dialogue system; and using it to further a few of the quests we currently have in Revel Immortal.
It's going well, I can actually tell a story now...
We've always had some basic ideas of the stories we're plannin…
Greetings all,
A series of recent technical difficulties has brought about a need for change...
Rooms in Revel Immortal
As some of you may know, Revel is composed of many, many screen-sized rooms; which collectively make up one whole map.
And yet within Revel there are many maps; Garranshall, a map in …
A series of recent technical difficulties has brought about a need for change...
Rooms in Revel Immortal
As some of you may know, Revel is composed of many, many screen-sized rooms; which collectively make up one whole map.
And yet within Revel there are many maps; Garranshall, a map in …
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