My patrons know this, but I am at the point where I can make it public. I am moving future releases of To Be A King’s development over to Unreal Engine instead of Daz Studio. There are many reasons for the change, with the main one being that animations in Daz are not workable for the vision I have. For your easy perusal, I’v […]
It’s 2023, which I keep forgetting. I wish I could say time flies, but developing games makes you feel like time really drags. The constant development cycle certainly makes for a “Groundhog Day” feeling.
I enjoyed my limited time off and feel very good about how development is going. I did a bit of prioritization an […]
I get it. You wish that To Be A King came out weekly. I hate that development takes as long as it does, but such is life. With animations coming to the game, very likely with the next release, the development cycle is getting a bit longer again. Since that is the case, I want to keep everyone posted on progress, and this time in a bit of […]
A whole lot going on right now at IT Roy HQ. Besides the dog demanding belly rubs and treats, the game is receiving a lot of improvements. Chapter 10 saw a big code overhaul that I planned to do over several releases. I quickly realized that doing it all at once (minus a couple of small things) was the best path. My tremendous thanks to […]
What a freaking release! This one kept growing, and it could have grown even more, without aggressive cuts. I am honestly impressed I wrapped this up in about three months. There is a LOT new in here, so read these release notes thoroughly. I’m going to point out two very big things.
Firstly, there is a whole new points system f […]
We are around two weeks out, at most, from a Chapter 10 release. A beta should be ready for testing sometime this weekend. Finally, amiright? What a total clusterfuck this turned into. Chapter 10 kept growing in so many ways. The story was honestly fairly easy. No massive rewrites, and just shuffling stuff around and cutting near the end […]