You move your cursor to the God’s portrait and click it.
Fluttermind
Creator of
Recent community posts
Lots has changed. This is the most recent version of the experimental branch. If you run into any issues, please come to my Discord at: https://discord.gg/XWgvCys8TF.
Hi! Yeah the game is under constant development and improving all the time. I release new versions *very* frequently via my Discord if you wanna keep up with how it’s going. http://discord.gg/tYfHgXc
Hey folks,
Welcome to the Moonring Community. I'm Dene Carter, the creator of Moonring, Incoboto, Spellrazor, The Horns and a bunch of other weird things as well as being co-creator of the Fable series on XBox.
Moonring is a game for people who love '80s RPGs, and wish they played the way they remember them. As such, Moonring features a slick interface with automatic note-taking and mapping, along with many quality of life improvements.
The game is still very early, and the main quest doesn't exist quite yet... but it will.
If you decide you want to play a part in this game's journey then I'm delighted to have you and would be interested to hear what would make this game better for you. I'm not adding lasers, Pokemon or FNAF fan creatures, though. That would be silly.
In the meantime, enjoy the ride, and feel free to introduce yourselves so I know who is playing!
- Dene
Thanks so much for the support! Yeah, I’m not at a computer for a couple of weeks and even then, I don’t have any experience with Linux! In the meantime, I hear that dragging the .love file out of the Mac app and dragging it to the love2D engine executable gets it to work perfectly. Good luck and happy holidays!
This looks awesome. The main 3 things I always worry about when picking up something new like this are:
- Can you draw to a texture?
- Is there any form of shader support?
- Any form of debugging available in any IDE? Does, say, VSCode play well with it?
Thanks for your time and all your efforts so far!
- Dene
Thanks so much, again, for your kind words. The response of people who have played Spellrazor has been delightful... just really, really small!
As for the roguelike folks, I think I've fallen foul of being nor roguelike enough: roguelike lovers seem to dislike anything with real-time anything.
Thanks again, and I'll try and get around to Steaming Spellrazor when I've finished with my other 2 projects!
Thanks so much. Explanations ahoy!
1) Linux version is already there. You have it. It's the .love file inside the .app on this site. You'll need a slightly earlier version of Love2D though, but after that it works perfectly.
2) Steam: As you say, I got greenlit. But then I looked at:
a) How much work would be required to do all I wanted to do to it to make it a suitable Steam release.
b) How little interest this game seemed to generate when I released it for free.
...and suddenly realized it was not really commercially viable. Shooters don't sell. Steam users are super-demanding . I wasn't sure it was worth the extra effort considering the overall lack of enthusiasm I was experiencing.
As a result, I've been working on other stuff instead. I hope that answers some of this?
Python is lovely, and Eve Online proves your point already. I'd be using it if I thought it was portable enough to target all my (potential) platforms
As for your experiences with TDDs... would you do them for yourself, with your Python code? If you think it scales to such small teams (1!), do you have suggestions for how to get into the right mindframe? Any resources you'd suggest reading?
I update the itch webpage every time there's a new version, and change the version number. If your current version is different (as shown bottom left when on the game's start screen), you need a new one.
Also, if I change the filename itself, I lose all download metrics!
If you subscribe to the game on itch, you should find you get bothered with a mail when there's a new version.
Hope that all helps
Hiyo,
I've had one potential solution for this requirement in the back of my mind. What I *could* do is externalize a data file which is read in, and allows players to map keys in a table: e.g. {{"A","Z"}, {"B","C"}, {"D", "F"}} etc. This would remain the same between games, and live next to the save file. It would probably utterly break the game if created incorrectly, though, but deleting the file would fix any issues.
I'm not keen to add this as a UI feature in game as it flies in the face of the whole thing. Having Arrow showing up as 'A' but activated by 'Z'? Sounds like a disaster - it's hard enough to get people to leave their comfort zone of their 5 fave spells as it is (Have you tried being a FlyKisser? Or a ShuffleMage? Both are kind of awesomely fun ways to semi-break the game).
Sound like it might do the job? I can offer an alternative super-hacky method if you're up to editing code and just want to see if it's worth it. PM me from the Fluttermind website and I'll go into the grubby details.