So we’ve posted, at this point a while back, that things are [complete] behind the scenes but not quite ready to be called v. 1.0.0 and pushed out to release. This remains the case. I felt… well, first and foremost, I’m trying to procrastinate on the marking I have to do, but I also felt like some communication would not go amiss. So here’s what’s happening.
If it’s ‘done’, why not release?
It’s a long time ago now, but Drums of War’s first release would softlock some emulators, or possibly just if a map wasn’t completed in a single sitting. Some fuckery with counters. Worse still, when Dream of Five was released, it would always softlock on Chapter 25. Inserting the credits at the very end had been an arduous and inefficient enough process, with FEBuilder just kind of jamming all the failed attempts on top of each other, that somehow that… happened. Even now, I’ve had weird errors with tile animations that just don’t have any real rhyme or reason. Fixable! But not the kind of thing you think to check after they initially work fine, until someone pings you to ask ‘hey why is the lava chartreuse?’
But even discounting the fact that something might break, there’s also just a lot of room for oversights. Something that happened literally today is that a change I made like a month ago is to have a couple of guys use chest keys. So far, so normal. But if you get to them early, I forgot to have them drop them. Two key early items down… or, in practice, just forcing you to wait around a bit. Little oversight, big annoyance. These things stack up.
There’s changes earlier in the game, too. C1, 3, 4 and 6 all played somewhat slowly; four from the first six felt a little attritional. Suggested changes have been implemented to varying degrees (the biggest degree having been ArcherBias just saying ‘fuck it, give me C3’ and me going ‘ok’, which weirdly puts me at 2/2 on my most recent C3s being made by other people, as it was RW who saved Do5 C3), and they were, if not overhauled, revamped in such a way that they demanded playtesting. But not every change is that significant.
The thing with playtesting is that me and Lumi can’t be on top of everything at once. It’s a ~25-hour game. I can’t run it again with every change. And there’s just things I’m not primed to notice. If I beat a map in 10 or fewer turns every time, I’m not going to encounter a 13th-turn crash, and I’m not going to wait around at the end of every map just in case one does. There’s gamestates I won’t experience. And fresh eyes notice things better, anyway. You get diminishing returns with further playtesting. Lumi is more resilient when it comes to replaying (and a significantly better player…), and just having that fresh pair of eyes makes a huge difference in catching stuff… but I still want this [COMPLETE] release to go smoothly, with a lot of different experiences to lean on. So, closed beta.
And this is always going to be part of the process. But for DoW especially, and to a lesser extent for Do5 (which had a more gradual launch and a lot more initial interest than DoW), it was a process that happened in the public eye. So 1.0.0 was busted. DoW had a whole series of patches where midgame promoted enemies were like +4 in every stat from where they should be which wasn’t obviously a glitch, it just seemed like badly overtuned enemies. Et cetera. And I made patch after patch after patch, only eventually catching up and letting things settle. I want to skip that stage this time… in the public eye, anyway.
From the graphical perspective, the May dev complete patch was not… fully there, either. I posted the Hellmountain above. The Hellmountain now looks like a mountain. My endgame team included Riev, Sepia Vigarde and Second Eyes-Closed Marisa. We’re now at the point where all portraits and all six CGs are done, but some recolours / reused boss edits still need to be made, and there’s a lot more exciting changes to stuff like UI coming. Map edits are mostly done, courtesy largely of the incomparable RandomWizard.
So, what’s the ETA?
Give it a month, but I’m really looking for feeling more than a concrete deadline. A few more people have beaten the game and left their feedback, but I’m still in the process of making little fixes day by day.
Though now this quote does always now remind me of when I panicked and told a student the marking was ‘always kind of vibes-based’ and she burst into tears…
Both DoW and Do5 were in flux for a while early on, before finally just… hitting a patch where I didn’t find any issues that really made me feel, 'wow, I need to rush out a patch to fix that’. For DoW, I still remember that it was 1.15 (DoW patch numbers were also based on vibes before Lumi forced me to use ones that made sense for Do5). It wasn’t that it was the end of things, it was that the game felt like I didn’t need to chase after it with a band-aid.
I want to get it there before it breaches containment because, I think I can say without sounding particularly insane, Homecoming’s launch is going to be at least a pretty big fucking deal and a lot of people are going to play it in those early weeks and I don’t want it to blow up in their faces. That’s always been the nightmare, and it’s already happened once.
That said, while I want to get it out before FEE3, it’s almost certainly going to be ready by then.
So what concrete things are done and what is left?
- Obviously the foundations are all in. No new classes, items (unless I decide to add new ones later), etc. beyond this point. I shouldn’t need to touch that end again except to give female Ranger a different mapsprite which I was going to do earlier but forgot
- As aforementioned, unique portraits are done, there’s just some recolours that need to be done. The aim for the future is promotion portraits, but that won’t be a 1.0.0 thing.
- Music’s all done and has been done for awhile. Given that they’re now using whatever their track names were in the original, there’s now a map where the EP theme is called ‘Finale’ and the 3P theme is called ‘Grand Finale’ and it’s in the midgame.
- Writing’s all complete. CGs complete to go with it. Endings are done. In-game credits and credits sketches aren’t.
- Menu UI is a placeholder, though a functional one.
- One map is still ugly. Others might receive facelifts, but only one is in urgent need of that plastic surgery treatment.
It’s not this one, which looks perfect.
- There are no planned changes to gameplay, but some things I’m going to experiment with. Still fiddling with numbers. Even though I just said I was done editing items, I might give a couple of guys Prfs.
- All characters are done and there’s no room for more playables in any case. They’re all basically functioning as units and anything else would fall under ‘rebalance’. Website stat integration / Cromar won’t be a thing until those stats settle in, and that will probably be at some point after 1.0.0, when people reliably tell me that Nete needs just 5% more Luck growth to be the best unit in the game.
- i hated making the fee3 trailer so fucking much but it is done and was submitted on time
That’s all I can think of. I’m very proud of what myself and Lumi have made, along with all those who have helped (and continue to help) along the way to bring this project to fruition. I’m incredibly excited to bring this to you before the end of the year. All the best.