Legend of Grimrock - Editor Hits Alpha
Almost Human posts on their blog that the Dungeon Editor for Legend of Grimrock has reached Alpha:
And then let’s continue the weekly update with another announcement: we’ve had good progress with the dungeon editor and we have hit the alpha milestone! Since we now have the core features of the editor done, we are now ready to extend the testing even outside the walls of this office but don’t get too excited yet: it’s not a public testing phase, it’s just something we will handle with a handful of friends at least for the time being. We’re not only concentrating on finding bugs (or locating potential for improvement) in the editor alone because the base game itself needs some rigorous testing too since there have been some fundamental architecture changes to the game we have had to do in order to support the loading of custom dungeons and such. This testing round probably also means that we’ll have to slow down with adding new features to the editor for some time since I’m certain there will be a lot of things we need to fix and stabilize before we should proceed to add some more functionality. But the good news is that it seems like there isn’t a massive amount of things missing from the editor anymore either but we’ll have to wait and see what the testers can come up with!
Oh, and just so that you know: if nothing terribly exciting on the development front has happened during a week, we’re going to serve you a dose of “making of” -style documentation from Legend of Grimrock on our weekly updates. Like for example once we get a build out of the doors for testers to mess with, we’re certainly going to be occupied by ironing out usability issues and bugs so we might not have anything profound or exciting to tell you and since we wouldn’t want to stay completely silent either, we’ll give you a behind the scenes glimpse on what goes into making a game like Legend of Grimrock! But in essence this is nothing new since that’s basically what we did early on in the development too when we were doing features on things like monster design, level scripting or graphics here on the blog. We just haven’t done that in a while now and I think that will be more fun than trying to come up with something interesting to say when nothing dramatic has happened.
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