- Ferulorum(V-1.1.15) Logger and Git Fail - 19 April 2025
keeping this one super short tired, stressed, beaten down right now, just doing some stuff to tie up loose ends and try to learn some things I should have a long time ago. going to also start adding a changelog of the new project to this until I make a separate page for it. Version 1.1.15 - -now have 16 types of logger message each with its own color and small descriptions for me to remember there use - -collecting all the different types of logger message types -leaving the warnings ill try fixing them again lator -just trying to fix two warnings and then ill move on from the debugger for now - --might have just got logger working -making logger - -making a logger first time - -backed up all code -added text for version number and put it in top left -moved fps to bottom left -fps was rendering under background -moved some files and broke everything on accident Chamoisee-Canvasback Vers…
- Ferulorum(V-1.1.14) Steam Release - 12 April 2025
Consider buying the game being a donation lol I've included an image of the shire in this upload hopefully to convey my feeling of reaching the end of a long, unexpected journey. I was expecting the making of this game to be much faster because from the beginning it was mostly meant to be a project to get better at c++ and get over the fear of putting something on steam, and while it was never going to be technically impressive or a smash hit I just couldn't bring myself to call it done while it was even rougher than it is now (god is it rough). But as you can tell by the title the time has come, I sat with my finger over the publish button on steam for a long time and to be honest I think I basically had stage fright, but it had to be done my old bad code and poor game design decisions have made it so I'm basically backed into a corner as to improve the game would take huge code change…
- Version 1.1.14 - 12 April 2025
-accidently left level up bug in -noticed I was calling a function 12 times unnecessarily just called once now -heros now get one of the 50 flavor text randomly -made it to 50 hero flavor text lots of old quotes -Changed the icon on my exe to a little green hero -adding more hero backstories 24 right now -rearranging stats panel to try and add readability
- Ferulorum(V-0.1.13) Almost Done - 5 April 2025
This week was much better than last week I made some good progress on items and the save system there's not anything too visually interesting going on so I've included some pictures of my code, art practice, and a 40k battle I watched to learn how to play. My whole army is primed trying to figure out how to paint them. For next week I'm going to attempt to finish items completely and the save system completely, I also need to fix a few visual issues for readability. And if everything is ok I think I might release the game. Project Chamoisee-I decided the first thing I'm going to work on is the logger I have started looking into it I'm going to keep this one super short hopefully next week some more fun stuff is going on really just boring stuff going on right now, so hopefully next week is good. Change Log -every item now has its name type and description set up - -a little over half wa…
- Ferulorum(V-0.1.12) Steam & Faltering - 29 March 2025
This week was my least productive week yet, a total failed week (mission failed we'll get them next time) . Constant distractions have taken their toll both in the form of people, sleep issues, general tiredness, and that fact I have now gotten into 40k. after about a year of basically dopamine fasting getting into tabletop gaming is basically heroin for my caveman brain (I've included pics of some of my boys), I haven't actually played yet just bult the models and started priming. I've avoided this for a long time because I knew I would get addicted and because games workshop has done a lot of things that made me mad but my cousin dragged me in, I also wanted to try to spend as little money as possible so I bought a starter set that was like $100 but I needed some more models to complete my army and just the 3 guys with shells were $80 dollars. So I have now been fighting the urge to b…
- Ferulorum(V-0.1.11) Steam & Distraction - 23 March 2025
This week was bad I had serious mental fog and had even more distractions than usual I have family that want help with a house they just bought, family that's getting me into 40k tabletop even though I swore not to get more hobbies (tyranids because I always liked dinos) also raising baby chickens again even though I swore I wouldn't until I had my own house (closest living relative to trex btw). So I made a little headway on the end of the game like I wanted, Unfortunately I had big issues getting my demo and main game reviewed by steam and both ended up getting rejected. This was completely my fault I literally made all the same mistakes as the last time I put a game on steam and also didn't realize until today I can actually check if it works on my own beta store witch cold have saved a ton of time. I also spent a bunch of time playing the game for balancing and fixing little bugs as…
- Ferulorum(V-0.1.10) Demo & Destruction - 15 March 2025
This update has destruction in its title because daylight savings time has destroyed the schedule I was on and I blaming it for what was possibly my worst week over the course of this project, I've included a squidward picture as a representation of how daylight savings has affected me. As I said in the last paragraph the progress for this week was not good (I also did roof work this week leaving me extra tired) I fixed some bugs and did some work on balance, the biggest improvement was probably in choosing the ambient sounds for the last levels. I spent a lot of time trying to find sounds that fit the vibe I wanted But once I downloaded 14,000 presets for synth1 it became super easy to find what I wanted. In other news I've also started preparing to launch both my demo and full game on steam this is truly the end stage of this project. For the week a head I think the only things left t…
- Ferulorum(V-0.1.09) Intro wow! - 8 March 2025
I went to a game dinner this week it hamstrung progress for two days but I found out alligator taste good! This week I believe I finished the sound effects and I also made an intro that just needs a few more adjustments before being finished, as usual I also spent a bunch of time working on fixing bugs and trying to balance the game. I fell a little short of my goals in terms of working on the save system mostly because I know its going to be painful to do - but I know what I have to do so finishing it should only take one day if I put my nose to the grindstone. For the week ahead I'm planning on fleshing out the leveling system, the game over screen and end credits, the save system, fixing bugs and balance. Things truly are wrapping up if things feel good I might try to put a demo up on steam and maybe two weeks from now ill release on steam in early access. If been doing kind of short…
- Ferulorum(V-0.1.08) Sound - 1 March 2025
Added the steam page to the itch page no idea where it will show up may keep adding the link hear depending on where it shows up. This week instead of a meme I've added a nice quote about dreams, I always see devs online talking about their dream games I don't know if I have a dream game I think I have around 200 game ideas written down I feel like my dream is just to be great at something and win (I've only ever won participation trophy's). So this week I spent lots of time making sound effects like I planned on, sound effects are an interesting challenge because no one notices them but they can completely change the feeling of a game. To be honest I think I might have a latent talent for being bad at making them lmao so based on the feedback I get I might just replace them with for free sounds online, like what does a knight protecting his friend sound like? - they are fun to make tho…
- Ferulorum(V-0.1.07) Time To Grind - 22 February 2025
this week will have only one image, a meme of Sisyphus endlessly rolling the stone and having learned to love the labor. (he's just like me) I swore that I would not bother trying to do the save system a smarter way and would just do it the hard way that I know works, I broke and waisted a bunch of time trying to figure it out again (didn't work) the fist thing I'm doing on the next project is the save system. I spent a lot of time this week fixing bugs and trying to bring lose ends together very little I can show but this is important drudge work that must be done. Next week is more of the same the most interesting things I will try to get done are the end game which will just be still images with text telling you won and had a happily ever after and id like to get a bunch of sound effects in. So this is a short update a bit of silence before the storm while I've been expecting putting…
- Ferulorum(V-0.1.06) Final Leg - 16 February 2025
I've included a picture of Hisoka eating his own arm in this update to reflect my mental state (this is tradition now) I'm eager for what lies ahead I don't think Ferulorum will get and sales (one good review would blow away expectations) but something about approaching the finish line and knowing all the things I want to do next and all the skills /knowledge I've gained has me hungry. This week's progress was neither good nor bad unfortunately there were a lot of distractions, but I still managed to get some stuff done, I fixed lots of bugs, worked on the stockpile, made good progress on the shop, added all the hero's alternate sprites, started working on the level up system and worked on the save system a little. Right now the game is probably 90% done yet the final leg of this race is really stretching many of the mistakes I've made earlier on are taking their tole, some of them prog…
- Ferulorum(V-0.1.05) Shop & Save - 8 February 2025
Another week down and I would rate this one 8/10 not a perfect week but one with good consistent progress. Last week I had some trouble with saving and while my solution is not pretty its one that works and I can use with lots of confidence along with this the shop is basically done (wow). it actually wasn't to hard to implement I just kind of grafted it onto the item and stockpile code which is a nice change of pace due to these systems being newer and reworked, If these had been done at the beginning of the project like hero's I would have had to redo a lot of stuff (I have improved). Including a picture of Patric star to represent my mental state again. In the week ahead the plan is to tackle hero leveling and balance and hopefully put together a demo, I don't want to jinx it but I think it is all green fields ahead. I don't have plans to add any further functionality that I haven't…
- Ferulorum(V-0.1.04) Saturday/failure - 1 February 2025
This week was a total disaster I have not had a progress week this bad in a long time It feels like I've literally forgotten how to program, but that's just how learning new things goes I guess . Long story short the save system stonewalled me this week the thing is I got it working if I want to save one thing and with an array of things but when I try to do it with my hero's its just not working. So no shop progress and very little to show for the aggravation ( I've included a picture of Patric star to show my mental state). And the worse part is its not over, after I post this I'm diving back in there's just no other way. On a related side note ill be posting these on Saturday from now on because it works better with my schedule and if I miss a day I can do it on Saturday. On an unrelated side note my headache has gone away I don't know what caused it but it lasted way to long. So for…
- Ferulorum(V-0.1.03) Backend&Bugs - 26 January 2025
^ wishlist o^o This week was kind of boring I mostly fixed bugs and worked on backend stuff I seriously underestimated how hard balancing this would be but I'm slowly making progress, my main goal for this week was bosses and the first iteration of them is in. I decided that instead of randomizing them the player would fight the same two in each dungeon so that if they beat the player there's a little bit of a rivalry and also so I can really punish the player for bringing the wrong hero's. Along with this I also spent a whole day collecting sounds from around the house to make sound effects, I am considering using free sound effects from online if I cant make certain ones but I would prefer to have them be handmade (organic made with love sound effects non GMO). Next week Ive got my main goal set as players being able to sell items and also having a traveling shop show up to sell items…
- Ferulorum(V-0.1.02) Save - 19 January 2025
This week was a very important one while the changelog is much shorter than most of the ones from the past few months starting the save system is necessary and useful. It took me a few days to wrap my head around it mostly because I decided to try it out in the main project instead of my learning project and so I ended up confusing myself. But in the end I got it and I should be able to build some pretty complex save systems in the future I also got resolution working which makes it feel a lot more like a real game. If I go back to the build from just 2 weeks ago ferulorum is basically like a completely new game but there is still a lot to do, this week I have one main goal and that is balancing the levels. I think I'm going to add more enemy's to the dungeon and a boss monster at the end of all level two or more dungeons but at the end of this week I want to be able to play through the…
- Ferulorum(V-0.1.01) Items - 13 January 2025
Wishlist if your interested! https://store.steampowered.com/app/3408900/Ferulorum/ side note - I started reading hunter x hunter because I got the first one for my birthday, that's some good stuff going to start buying one or two issues a week Well it was a pretty good week the main goal was Items and I think I got the hardest part about them implemented aka applying the bonuses from the items to the hero's dynamically without any issues. All that's left for items is to put them all in the game, add selling and buying items, cap the maximum amount and balance them a little, all of which should probably only take one good day. Another goal was trying my best to make everything more readable and understandable for the player and I've tried to achieve that by adding a little message box in the bottom left of the screen that acts as a mix of a guide and faq (I still need to add more message…
- Ferulorum(V-0.1.0) Beta - 5 January 2025
Officially in beta, what does that mean exactly? I'm starting to actually make the game fun and worry about user experience. So my two big concerns right now are getting the player to understand what is happening and to also allow them to make decisions that can change the outcome of dungeon runs, also I'm trying to make stuff more juicy and interactive. And right now I'm trying to implement a message system that will tell the player what has happened and also guide them to the next step, so as an example when you start the game there's a message talking about the tavern hopefully this leads to players clicking on the tavern. Along with this I'm going to make it so that more relevant menus pop open like when you click on a hero to hire the deep info panel will pop open (right now hiring hero opens no menu so people hire one and it seems like nothing has happened). As far as decision mak…
- Ferulorum(V-0.0.9) Particle System - 29 December 2024
A very big week I got a lot of stuff done including lots of art and programming, unfortunately some time and efficiency was lost due to the holidays and me getting sick but that's just the way it goes (hope you all had a good Christmas) The most important thing of all literally happened at the end of my most recent programming session (right before this devlog) and that is that I learned something about c++ that I have been wondering about since I started learning it. Its kind of embarrassing and I did try to find it out but didn't know what it was called so search engines were useless - so long story short going forward I will be able to program in a much more fast and dynamic way in all future projects (I have two in mind right now that I'm fighting the eager to start). now the main goal of this week was making a particle system and luckily the first pass is done while its not very ro…
- Ferulorum(V-0.0.8) Combat - 22 December 2024
Ok so it was a pretty good week I made major improvement to the combat system making it so armor actually block damage, and all the heroes have ability's that hopefully make team building much more strategic and fun, I've also made it so that enemy's and heroes have the ability to miss and dodge. the game is quickly approaching what I would call beta if this week goes good then ill consider announcing it officially and putting together a demo. in this upcoming week I want to take my first pass at adding juice to the game, my plan is to try to make combat have a lot of particle effects (started particle system today) and also have messages telling the player everything that's happening and damage numbers everywhere. I also have to do another pass over combat and make sure hero stats effect all the stuff that's happening. in this post I'm including pics of all the steam art assets I've ma…