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A New & Better Design!

7/24/2014

1 Comment

 
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Here it is!

Sim Hero has undergone an overhaul. A good overhaul. A needed overhaul.

Download now!

Right now, the game is light on content while we balance/redesign. So, download and play if you want, but just understand that we are focusing testing the new gameplay. Most of the content is built, it's just waiting to be slotted-in. The gameworld is 32x the size of the little starting area, so there's plenty to explore!

Check out the new Getting Started guide here.

We believe this is the right direction and it's where we always wanted it to be. 

More updates and information to come!
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Demo Version #14 is here - onwards to Alpha?

12/19/2013

0 Comments

 
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Unlock special abilities (and more) at the training hall!
The demo can be downloaded from here, like usual. 

*** this version requires a new game. Saved games will likely crash **

Sim Hero Bug Fixes / Additions

This may very well be the last major update to the Demo Version of the game, as we've pretty much crossed off all "core" items from our list. From here on out, it's mostly content build in prep for the Alpha release. (hopefully January or February)

Changes:

- Training Hall. A new building in the castle was added (look in the southeast corner after you defeat the goblin camp). Talk to the trainer there and you can purchase "Training Orders" to give to your heroes to raise their core statistics and also unlock special, permanent abilities! 

- Mage Tower. A new building in the castle was added. Clear the rat infestation in the basement (new dungeon!) to unlock the tower's potential.

- Added a "State Resist" section to the "Status" menu so a hero's ability to resist States being applied to them can be visible.

- The Game Manual was removed. It was clunky and we're looking into better ways to achieve this.


Fixes:

- Fixed the Phisical Accuracy (HIT) stat when multiclassing.

- Reworked some core properties like HIT and Evade (EVA).

- Reworked a pile of backend math and other stuff.

- Added Leather into the Crisis rotation.


Known Bugs/Issues:

- Disabling / enabling mouse doesn't "survive" past game shutdown.

- In both the Pub tent and Inn, you must use the ENTER key to talk to Sam or Delaney. (the mouse won't work over the counter)

- the logic to handle "game over" isn't in yet.


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Demo Version #13 is here! Biggest yet!

12/12/2013

1 Comment

 


The demo can be downloaded here.

** This is the largest update yet! A new game is certainly required **


Sim Hero Bug Fixes / Additions


Changes:

- Added the last of the Tier 1 Work Sites: The butchery. Harvest hides, turn them into leather and craft leather/bone equipment.

- The core stat "LUK" has been changed to "WIL" (willpower) and now factors into the chance to "hit" with a magical attack type skill, and the target's chance to resist the magic. (before, the calc was 100% - MagicEvade of the target). So, this stat is important for magic-users (imposing their WIL on a target) and for all heroes (avoiding an enemy magic-user imposing their WIL)! Beneficial magical effects still auto-hit friendlies.

- Rebalance of all classes core statistics & growth

- Made the 1st dungeon easier (and the next 1st level dungeon is easier as well). This should A) help new players to complete it faster and B) make early party wipes non-existent (or 99% non-existent).

- On that note, the healer in the beginning of the game will NOT raise dead heroes any longer. This was only a temporary "fix" while dungeon balancing for the beginning of the game was sorted-out. It's sorted out now. Enjoy the afterlife!

- Toned down those first bandits too.

- Added "States" to the "Status" menu option. This will describe each state the hero is under.

- Expanded the "Status" screen to show all Elemental damage bonuses & resistances for the hero! (screenshot above)

- Dead heroes will now become a coffin in the onscreen "congo line". Fun! :)

- Added some Events which call for Polished Wood.

- Added items to the Alliance shops (Dwarves, Wood Elves, Plains Orcs).

- Added the "Scholar" basic class. They work much like Herbalists, but they use "Scrolls" (which they can also make mid-combat if they run out).


Fixes:

- Fixed adventuring with an all-dead party and still getting an item. You can no longer adventure with an all-dead/wiped party.

- Added cooldowns to most non-direct-damaging spells. This was always planned as the AI still isn't at a place where it's smart enough to not spam those skills. The cooldown # of turns can be seen in the skill window. Some skills may also require a "Warmup" time before they can be used... to-be-added.

- Balanced Beast Tamer classes (now that they aren't endlessly summoning their companion, they needed to be nerfed a tad).

- Processing Ore & Wood into refined products fixed.

- Many background math-type fixes, including hit calcs.

- Borric fixed to properly have the Lycan state now.

- Fixed all "passive" bonus type abilities. They weren't applying correctly.

- Some item fixes.


Known Bugs/Issues:

- Disabling / enabling mouse doesn't "survive" past game shutdown.

- In both the Pub tent and Inn, you must use the ENTER key to talk to Sam or Delaney. (the mouse won't work over the counter)

- the logic to handle game over isn't in yet.
1 Comment

Just like that - Demo version #12!

12/8/2013

0 Comments

 
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The demo can be downloaded from here: https://www.copy.com/s/ImfUykDYYGqs


Sim Hero Bug Fixes / Additions


Changes:

- Added a "party status" column to the adventure summary screen which shows each party member and if they A) died or B) gained/lost a random stat as a result of the adventure (rare, but as heroes adventure, their stats will gradually fluctuate). Screenshot above.

- Updated all Class, State & Skill icons to give a uniform look & feel, and to also make them more appropriate to the class or skill.

- Added a new Work Site type: Lumberyard. This works like the Mine, but it harvests & processes Wood (and added wood-craftable weapons/armor/accessories). Planning to add the worksite end product into the event rotation.

- Rolled back the random attribute growth change, as it caused failures in the multi-classing system. Random stat changes are now handled by random gains/losses while adventuring.

- Made a few graphical display updates here and there.


Fixes:

- Floor numbers fixed on the adventure summary

- Fixed Party 2 & 3 loot summary in adventure summary screen.

- Fixed Steel cradfting: Armor / Accessories.


Known Bugs:

- Disabling / enabling mouse doesn't "survive" past game shutdown.


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Demo Version #11 has landed!

12/6/2013

7 Comments

 
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Demo available here: https://www.copy.com/s/ImfUykDYYGqs

** this build requires a new game - saved games will likely crash **

Sim Hero Bug Fixes / Additions


Changes:

- Added a post-adventure summary screen! This will show the results of the dungeon and also all loot found. We will look at expanding this in the future. (screenshot above)

- Added a "Guard Tower" upgradeable building to the Castle. This building will allow you to re-hire a deceased Court bodyguard and will eventually add more heroes and defensive upgrades.

- Fully implemented the random stat growth scripts. Heroes will now gain random stat growth per level up, in accordance with their class (ie: Warriors will gain more HP -on average- than mages, etc). This will add the level of replayability we were looking to achieve. Now you can truly discover some unique & awesome heroes as you progress thru the game! (or, some duds... maybe send them off to the Military?). 

- begun to add Kickstarter supporter content 

- Added tons of new art (icons, characters, faces) soon to be used!

- Added a "System Menu" where you can change several settings. (including disabling the mouse - working on making that setting "stick"... right now, you'll have to disable each save/load - you must toggle it on/off to re-disable). You may also adjust the menu color (screenshot below)

- Fancied-up the Status menu a bit with xp bars for the primary AND subclass.

- Added a mini-quest to Markus (once he appears in the throne room/tent). Completion of the quest will add another Court character! 


Fixes:

- Many, many "background" code/math/script changes & updates.

- Activating a subclass now reduces XP gain by 25%. (this was always in there, just never worked quite right)


Known Bugs:

- Disabling / enabling mouse doesn't "survive" past game shutdown.




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7 Comments

New Demo Version (#8) Is Available!

11/19/2013

0 Comments

 
New demo version #8 here: https://copy.com/isOkdkKkouM8

Sim Hero Bug Fixes / Additions

Changes:
- Loot tables tweaked

- Gold rewards tweaked

- More loot added (especially "consumables")

- Loot gained is better if the party is of the "appropriate" level. Yes, there can be some "gaming" of the system, but it's far better to adventure with a party at or below the recommended level for the dungeon, than with an "overlevelled"  party.

- The Formation screen now doesn't allow party members to switch to adventuring groups, nor can you "see" heroes who are on adventure until they return.

Fixes:
- Dead heroes are now, once again, available for re-recruiting (they get thrown back into the "available" pool)

- After merging the loot lists, some additional changes were needed. Loot & Gold are once again properly given out AFTER the party returns from its adventure.

- Removed "Switch to Party X" items... all hero movement between parties should be handled by the "Formation" screen.

- Default screen resolution set back to 640x480 (original demo values). It was changed back to the RPGMaker default of 544x416 to accomodate the mouse support. Mouse support was fixed to work with 640x480. This should give more room for text and cleanup much of the text clipping.


Known Bugs:

- If your "Reserves" are full, you cannot gain new heroes. (actively working on this)

- Rare items are dropping too frequently, loot tables are being continuously tweaked.



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