Heroes of a Broken Land version 1.9 has been released.
This release includes a number of improvements and content. There is now a equipment screen accessable from any town. This screen should make it easier to manage your heroes’ equipment.
Party Equip Screen
Some new objects will now be availalbe in new worlds. The Weaponsmith and Armorsmith will sell a random selection of equipment, which will refresh overtime. The Inn will allow you to recruit wandering heroes, and will also allow you to quickly heal your party, for a fee.
Armor and Weapon stores on the world map
Here’s the full list of changes:
Add a Equip Hero screen to manage all hero equipment (Equip icon in Town)
Lizard and Adventurers now get a Detect Secret (doors) skill at later levels
Add Armorsmith and Weaponsmiths to the World, selling random items (new game only)
Add Inns to the world, recruit random heroes and rest your party, rest and heal for $$$
Fixed trap, altar and fountain outcomes, prevent re-loading to retry (optional, new game only)
Tweak accessory loot drop chance
Show weapon specialization (yellow icon & hover text) in equip screen
The official release date is August 7th. Check out the store page.
If you’ve purchased the game directly from me you will have early access to the Steam version of Heroes of a Broken Land – check your email! The key you receive will work right now. Everyone else will have to wait until the game is officially launched.
If you’ve purchased the game from another site you should be receiving keys through that site.
If you have any issues or questions just drop me a line: firstname.lastname@example.org
Version 1.7 has Released
In other news, an updated version with some critical fixes has just been released.
Fix status icons on Unknown Monsters
Fix enchanted item from reciving duplicate powers
Fix ice storm adding frost effect each round
Fix music missing from some monster dungeons
Fix Pillar of Water issue where it required multi-party
This past weekend I participated in TOJam, a 3 day game jam based in Toronto. It was a hectic weekend, but a lot of fun. I had already decided to expand on my last game jam idea about echo location: Echo Chamber. This time I was determined to make sound and music the core game interface, and I think I’ve succeded in Harmonia.
If you find the screen shots confusing, it’s because they probaby are. You really need to see the game in motion, preferably via the Oculus Rift, to really get a sense of what the game is like.
Harmonia was designed to be used with the Oculus Rift, but is now playable without VR equipment. However the game does require a Mic to play.
The basic premise is very simple: you interact with the world using sound, your voice, a musical instrument or just by blowing on the Mic. Harmonia is an exploration focused experience, with two playable levels.
VR Mode: Mouse will turn your around and the left Mouse button to moves forward
Non-VR Mode: Mouse will look and turn, the left Mouse button to moves forward (WASD also works)
Sound & Microphone:
The game is hardcoded to use the first Mic in your system, so will hopefully “Just work” for most people. It works best if you have a hand-held or movable mic, since it helps to shout/blow into the microphone at times.
Your only input other than movement is sound. You’ll need to be able to hit certain pitches/notes to succeed. You’ll need to sing, whistle or hum from time to time, so it helps to have a musical instrument near by if you have trouble. I used a cheap electric keyboard when developing, but any instrument should work.
It can be hard to play if your environment isn’t quiet, or you’re unable to make a bit of noise.
Being a game jam game, the scope of Harmonia is of course quite limited. There were a lot of features, designs, tricks and techniques I wanted to try out but simply didn’t have the time. Also in the journey of creating a game like this – where even the basic inputs are new, with no existing preconeptions or best practices to follow – you learn a lot along the way. So there’s a lot of room for improvement both in execution and design.
However I’m quite happy with the final result, I think as a proof of concept it works quite well, and just about everyone who tried Harmonia was able to expereince something novel.
A new version of Heroes of a Broken Land has been released!
Lots of fixes and improvements this time most notibly a minor change to how status effects are handled, where now the most powerful effect will take precidence (cast Poison and the Decay, the Decay effect will take priority). Plus, there is now an icon for Haste, Chill and Burn statuses. Also a lot of fixes and adjustments to Golem character building.
Here’s the full changlist for 1.5:
Add icons for Haste, Chill and Burn statuses
Healing spells now ignore resistance
Status inflicting skills now inflict the stronger version (Decay will override Poison)
Added more messages to battles
Golem could not learn Shock Proof
Golem stat cost increased
Golem skill level requirements increased
Golem stat adjustment UI improved (hold mouse down)
Fix bug where Golem could learn skills by adjusting level up and down
Added message to clarify Golem is delivered to home town
Added icon to show purified dungeons
Elemental lord messages updated, spawn near pillars
Rebalance monster types found in dungeons
Fix classes found in Jail cells
Reduce the amount of Adventurer recruits (new heroes only change class once)
Clairfy Gladiator class description
Clarify Storm spell descriptions
Fix incorrect wording in Trade Dispute event
Fix Void shrine giving XP to all parties
Thieves guild UI tweak
Tweak Ghost Rat stats
Improve slowdown on really large dungeon logs
Fix issues where objects would not fade properly during battle
Fix Frostbite being learned during battle
Fix upgraded skills remaining in Favorites list
Added self-patching to Linux versions (will take affect in future updates)