Minor bug fixes (and Prototype intent)

posted Jun 6, 2011, 9:57 AM by Rasmus Lindén   [ updated Jun 6, 2011, 10:18 AM ]

Just released an update on Prototype 1 (called 1.01) that mainly fixes a few bugs, and adds some content. My intent with the Prototype release is to mainly update it with bug fixes until the release of Prototype 2, which will include new content and continuation of the main quest. However some small content additions might slip in.
Download it under Downloads.
(If you want to keep your saved games, copy the Saves and Pre-Dream folders from the old Eternal Bickering folder to the new 1.01 Eternal Bickering folder)

What's new:
[Bug Fix] Fixed various interface issues
[Bug Fix] The player character now correctly stops if under attack
[Bug Fix] No longer starts with the debug item Vision Impairment Drink
[Bug Fix] Fixed bug that incorrectly showed the Fire damage graphical effect when 0 damage was dealt
[Bug Fix] Fixed a bug with the Level Up Guide and the tip A Lil' Bit O' Healing
[New] Added a few Weapons
[New] Added a few Agility based Abilities

Prototype 1

posted Jun 4, 2011, 1:00 PM by Rasmus Lindén   [ updated Jun 5, 2011, 3:08 AM ]

OK, here it is. Prototype 1 of Eternal Bickering. Download it under Downloads. There is very little documentation, something that will be addressed in future updates, so if you feel lost don't be afraid to ask any questions. I would gladly receive any comments, critique and feedback from you to my email:

I hope you enjoy playing it, and if not, send me an email telling me why!

Puzzles and more

posted May 11, 2011, 3:59 AM by Rasmus Lindén   [ updated May 21, 2011, 1:59 AM ]

While this game has always foremost been planned as a hack'n'slash more or less dungeon crawler, there has always been plans for a few puzzles. But since it is mainly a hack'n'slash, almost every puzzle will be voluntary, what I mean is, none or perhaps very very few puzzles will need to be solved to be able to complete the main quest. Yes, it might get easier to complete the main quest if solve certain puzzles, but it is not required.

I've recently added the first 3 puzzles, and they are working nicely.
Other progress is coming along, mainly the main quest, items and abilities.

Also, here's a screenshot:


posted May 5, 2011, 10:31 AM by Rasmus Lindén

I've started adding a feature I was originally planning to add later, after the release of the first prototype. Dreams.Dreams are like these weird mini-quests, activated sometimes when sleeping (based on a number of different factors, such as the player's level, which characters the player has encountered etc). If you die, you wake up, and loose all the experience gained. If you complete the dream, you will gain rewards. In any case, all changes to your inventory is reset - although some dreams will reward you with special items that will 'follow through' into the world of the awaken.
Some dreams are short puzzles, some are parts of larger quests and others are just plain weird.

Dialog Editor

posted Apr 26, 2011, 4:53 AM by Rasmus Lindén   [ updated Apr 26, 2011, 5:02 AM ]

Currently, all the conversations in Eternal Bickering have been written with Notepad++ in the scripting language, however, this turned out to be quite confusing when the conversations started to run a bit deep. So, I've now made a tool to make writing dialog easier, most importantly it's much easier to get a good overview of the conversations.

There has also been a lot of progress made on the game in general; many bugs have been squashed and new features added.

Here is a screenshot of the Dialog Editor:

Just a 'quick' playthrough

posted Mar 6, 2011, 6:26 AM by Rasmus Lindén

I've just played through the game (or what is the game so far). I played it as I imagine a normal player would (completing the quests, exploring but not examining every nook and cranny, talking with characters, trading etc) and it took almost 2 hours (and I guess it would take longer if you are not as familiar with the game as I am). Which is longer than I thought, which is good :)
Thinking of releasing a prototype 'soon'.

Carthographer and pictograph

posted Mar 6, 2011, 4:40 AM by Rasmus Lindén   [ updated Mar 6, 2011, 4:45 AM ]

The old map drawing code was not very good, it was both quite hard to make out what was what and it didn't look very good. So I've revamped it, now it basically draws the walls and tiles but in miniature and then draws shapes in different colors for friendly characters, hostile monsters, quest markers etc.

I've also started adding icons for abilities and items, makes the quickbar look better.

Here's a screenshot:

Updated the lighting and FOV system

posted Feb 25, 2011, 7:21 PM by Rasmus Lindén   [ updated Feb 25, 2011, 7:35 PM ]

The new lighting and field of view system has been updated. Light is now cast in a more visual appealing way, and the area beyond the player character's field of view is now drawn without color.


New, or continuing the old, direction

posted Feb 25, 2011, 5:48 PM by Rasmus Lindén

The original plan was to "quickly" create and release a prototype version of Heaven Collapsed. Something short, combat focused and quite silly. It is yet to be completed, although a lot of progress has been made. Some features which I didn't plan to add until the real version of Heaven Collapsed have been added to the prototype, while some features that I have on my must-to-do-list for the prototype are not there yet.
So I've decided to rework the plan. Instead of scrapping a lot of the content in the prototype and creating the more serious project Heaven Collapsed, I am going to continue building upon the prototype. The end result will be less serious, taking place in a more absurd world and it will hopefully be at least as fun to play.
With this new plan comes a new name: Eternal Bickering.

I am still planning to release the prototype when I've finished all the things on the prototype to-do-list. The list has shrunk considerably during the last weeks, but there are still quite a few items left.

New lighting system

posted Feb 23, 2011, 7:15 AM by Rasmus Lindén   [ updated Feb 25, 2011, 7:33 PM ]

I've added a new lighting and field of view system, which takes in account walls and other obstacles, to upgrade the games visual look and make the gameplay more interesting. By being able to have foes that can hide behind corners etc I believe this can be used to craft for example eerie areas with sneaky ambushes and other fun stuff.

Here are two screenshots:

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