Sharing Saturday #139

It’s been a busy/productive week in Black Future land, largely thanks to work easing off a bit. My friends keep whispering sweet nothings to me about getting a Steam greenlight campaign going, but I think...

Improved Workflow Interface

Today’s lunch-time development: an improved workflow window. Quickly organize your work queue, telling your settlers what to build.

Unstable (“nightly”) build availability

TLDR version: automated builds are now available at http://bfnightly.bracketproductions.com/ I’m gradually ramping up for the next technical preview release (this is a big project, so “alpha” doesn’t apply yet!). To make this happen, I’m: Setting up a...

Sharing Saturday #138

It’s been a pretty productive week: Entertaining bug: I accidentally gave archers heat-seeking missiles instead of arrows. A flub in the AI code for ranged weaponry did the wrong type of path/line-of-sight check when firing....

Sharing Saturday #137

Other than a little grumpiness that the other Black Future isn’t showing any sign of changing their name, it’s been a pretty good week. Mostly dominated by UI changes, and an “aha” moment when I...

Sharing Saturday #136

Now that the holidays are behind me, I’m back in the development saddle – and riding hard! 🙂 After last weeks abbreviated update, here’s a full one. I’m at 70 items in the “done but...

Sharing Saturday #135

This post originally appeared on Reddit’s /r/roguelikedev. It’s been an insane few weeks, thanks to the holidays and helping out with some kiddos – but there’s been a fair amount of progress; I just haven’t...

Sharing Saturday #132

It’s been a busy week at work, but I still made some solid progress. The main focus has been graphics and tilesetsupport. This meant a bit of reworking to some systems (primarily adding layers), catching...

Sharing Saturday #131

After getting tsrl released, I was excited to get back to Black Future. Not a lot to show off this week, most of the work has been on the back-end or needs more time to...

Sharing Saturday #128

It’s been a mostly behind the scenes week of development, with very little visible (from a player’s point of view) to show for it – other than not crashing, which is always a good feature....