Oh boy, am I bad at posting regularly... it's about time for an update here:
What's the state of the kit?I've kept working on in since the demo in June. There wasn't really much "visual" work done since than. That is to say, most work was implementing features or optimizing/revising code, but the end result in-game would pretty much be the same as the demo I posted here already. That's what I tell myself as the reason to why I haven't posted much about it.
You might have seen that I released 3 resource packs since that demo though. My plan for those resource packs where twofold:
- Sharing specific aspects of the kit that could be more useful for more users than the entirety of the kit itself.
- Focus on those specific aspects, fine-tuning and optimizing them as best as I can.
I had to take them out of the kit into their own standalone environment, and make them work without the dependencies. The cutscene's system had a major overhaul in terms of formatting conditions and events, and that reflected in other aspects of the kit such as the menus and saving. The real pain was fixing something in the resource pack project, then going back to the kit and applying the same fixes there. And there were a ton of them.
Right now I'm working on a fourth resource pack, this time focused on the map system the kit uses. Pending a few bugs, I've already implemented all the new features and improvements I had planned for it. There's still documentation and sample content for it, and I'll post more about it later this week.
Do you have a release date planned?In January I said I wanted to have it done by the end of the year. I can already say that it won't be the case. With the release of my cutscene pack and by talking with a few users, I've come to realise that documentation goes way beyond just writting a bunch of stuff. My original plan was to have a sample game, a documentation explaining how to customize basic things and how to configure some of the behaviors.
So here's my new plan:
I'll work on written documentation and "template" content. That is to say, a player character template, enemy template, a simple map, stuff that the end user can just copy or use as reference. It will be my main focus once my current resource pack is done.
If all goes well, I'll have the kit setup as early access by the end of February at the latest, hopefully before that. Afterwards I'll continue working on a short sample game that uses as much of the kit as possible. Along with that I'll take a stab at making video tutorials for it. I was encouraged to make video tutorials for the cutscene pack as well, and I already started planning those.
For reference, the kit has 146 actor behaviors and 17 scene behaviors. As much as the kit is already in a usable state, it would be a huge disservice if I just drop that on people without any guidance.
That's cool and all, but what can I do in the meantime?As I said, my resource packs were created by isolating pieces of the kit for a more general use. You can find them
here. If you decide to purchase the Cutscene Resource pack, it's the same cutscene system the Kit uses, missing only a couple features. If you learn to use that, you can easily transfer that knowledge to the kit.
If you don't want or can't purchase that resource pack, both RPG Elements and Miscellaneous Behaviors are free. The RPG system is the same use in the kit, again missing a couple of features. You can download that and get familiar with those behaviors. Same goes for the Miscellaneous Behaviors pack and some of the special effects like particles, after images and color swap.
Or just use those in your games if they fit the job.
How can we track progress?I created a
twitter account. I just might post more regularly in there. I'm also pretty much always on Stencyl's Discord server, feel free to hit me up there.
That's it for now. Hope you all enjoy your end of year festivities!