Wow, you guys have been very patient. If I were you, I would have already ripped down my Cleve posters and thrown my tear-soaked Combat Cleve action-figures in the garbage.
Good progress is being made on the game. Cleve’s still talking frequently about Steam Greenlight release, but a severe issue with sprites is hampering progress. Some sprites are causing the game to crash when loaded, and in some instances, we are seeing a monster flicker between sprites of itself and other monsters (The Golden Baby keeps changing into a mosquito and then back again, for example).
Cleve is also working on a special Grimoire trailer… stay tuned, tee hee.
Well, you’ve heard it all before:
“Undoubtedly, Grimoire shall be released on the Xth of X.”
But with most of the major bugs remedied, Dad has informed me he plans to introduce Grimoire to Steam Greenlight on the *1st of May*. Regardless of when the game is actually released, the current state of the game appears highly-polished and acceptable for market. There seems to be two major things left that need to be addressed:
Projectiles not rendering correctly
Gaps in NPC dialogue/knowledge
Dad’s been having difficulty for a while now getting the projectiles to look right. The code he originally wrote for them is more than a decade old, and his younger self used a magic number system that is unfamiliar and nonsensical to him now. Once again, Cleve’s greatest enemy is Cleve.
Spread the word!
That’s the official number of how many bugs and implementations are left to tackle in Grimoire.
Dad (Cleve) is currently working on inserting ambient environmental effects into the game. Water dropplets falling into pools, monster eyes seen in the darkness. It’s cool.
We’ve been discussing which platform is best for initial publication. GOG is winning so far.