Which is to say there are twelve big bugs left to be fixed before you’ll be able to play Grimoire and adventure through one of the game’s numerous zones, The Gardens of Midknight.
Clevon says these bugs are some of the toughest and baddest in the whole game, else, they wouldn’t still be remaining.
But the incline is strong in this one.
The number of bugs in Grimoire is decreasing. If you’ll lower your eyeballs a few degrees, you’ll see that the previous post had the number at 69. Progress is being made. Just slowly.
Thanks to all of you who have maintained patience and a cool head. We thank you for your continued patronage and support of the game, doubly so to those who have contributed on Indiegogo.
Laptop decided to die for no reason.
Sending it to company to be repaired.
I will begin my final walkthough of Grimoire when it comes back. The purpose of this walkthrough is to discover any bugs that may prevent the game from being finished without cheatcodes. Gamebreakers, basically.
Chaos Begets Progression… unless your laptop stops working.
Game is looking good. Getting out those nasty bugs. Many bugs reported by players of the super demo have been fixed.
And we’ve gotten alternate hand attacks working. Finally!
Planning on releasing an updated version of the super demo soon. After that, total game completion looks to be in reach.
My super demo play-through has been put on indefinite hiatus because my videos get little views and there is no point now that people can play the game for themselves. If you’re unfamiliar with it, you can see my last video here: http://www.youtube.com/watch?v=SOu0YIoSsjo
I thought I would just share my thoughts on the current state of the game, and how close it is to completion, etc.
The game is running smoother than it ever has before, though, I suppose that it to be expected in later builds of the game.
The combat is extremely smooth. I have found myself, previously unenthused at the idea of doing another Grimoire walkthrough/beta test, having a tremendous amount of fun. The combat in Grimoire, admittedly, really needed a lot of work. It wasn’t fun. Many of the bugs, glitches and imbalances that plagued early builds of the game have now been eradicated. Combat is often quick, rewarding, but also challenging. Really, I can’t stress enough how good the combat is in the most recent build. Little tweaks to enemy armour classes and such can actually have a huge impact on the atmosphere and enjoyment level of the game. I now find myself more immersed and not perturbed by the idea of “Wandering Monsters: On”.
Furthermore, regarding game crashes, I have only experienced three crashes through out my entire playthrough, and these crashes were in an older build of the super demo. Considering the length and complexity of Grimoire, I find this crash to playtime ratio to be very acceptable.
I also no longer experience in-game lag or other visual issues.
I have found a few bugs, and most of these are easily remedied. These are little things, like enemies not landing their special attacks, and a small glitch that occurs when merging items sometimes, which results in a lower quantity than was started with.
Most of the major bugs that need to be fixed are present in the later portions of the game. I have not encountered any enormous bugs in the super demo so far.
Most bugs are to do with incorrect logic. Things like an NPC not responding as they should, broken scenarios, etc.
The current build of the game is looking really good. At the state it’s in, I personally think it is good enough to be released. It at least looks better than half the games on Steam Greenlight.
I could be wrong, there could be some big bugs I’m not aware of, but from what I can see, things are looking really fantastic. If Cleve wasn’t such a perfectionist, I’m sure it would be out by now.
We thank you for your continued patience and support of Grimoire.
Have a nice day.
I’m back to making videos. Certain areas necessary for progression were blocked off. Dad fixed this problem and gave me a new version of the demo.
Latest version of the super demo is noticeably better. Character Creation has been optimized, and early game monsters have all had their Armour Class reduced, leading to significantly smoother combat all around.
We figured out what was wrong with that room in the Crusader Temple: it hadn’t been tagged as being a part of the super demo. This meant that entry into the room was impossible, despite being necessary for game progression. Cleve’s going to give me a version with this problem fixed, soon.
Not the best quality, but here it is.
This is just the main menu. The frame rate drops substantially in-game, making it seem like I’m playing a Grimoire Game & Watch. Better than nothing, though.
I would like to thank all the people who are maintaining patience despite the long delay of Grimoire.
You heard that right, it’s begin now.
Cleve gave me version 1.33 or something or rather last night. Tooltips are functional and the game is running smoother than I’ve ever seen it before. Only consistent visual glitches we haven’t fixed yet are “milk shadows” and the weird clipping issue seen when turning next to a wall.
The nigh of the end being nigh is nigh!
I’ll be trying (really hard, I promise) to put up some gameplay soon. I’m a novice when it comes to recording, but Dad says he has a free copy of Camtasia he can give me.