Introduction
Epic of Thalia is an RPG of the non-MMO variety that the three of us started
in our high school days. First it was just snowballing ideas, but now that
we're proficient in the skills needed to make the idea a reality, we
have started to actively develop it into a game. It's still very much
in the alpha stage, so check back often for updates!
News
- October 5th, 2008
- So for all of you out there who are hoping to play Epic of Thalia on Mac OSX, I
have good news for you. I needed a laptop, and I wanted a development/testing
environment for Mac OSX, so I bought a MacBook today. For you Windows fans out
there, I bought a copy of Windows XP a week or two ago, so now I have a testing
environment for that as well. This means that future releases will be better
tested on both operating systems!
- Septemeber 26th, 2008
- After months of work, 9 months after I started coding the
engine, version 0.02 is finally ready! Version 0.02 includes
the following features:
- No more interference with keyboard repeat and
regular input. Keyboard repeat is now simulated
in CEGUI widgets.
- Console history now persists between runs of the
game.
- Added support for profiles.
- HUD changes specific to a profile are savable and
loadable at future game runs.
- Implemented special features for the Lua
console.
- Changed the project name to Epic of Thalia, as you
can see in a previous post.
- Added internationalization support.
- Added sound support.
- Added basic physics support.
- Added a watch library for Lua, which can be used for
both debugging and triggering events.
- Overhauled the C++ <-> Lua event bridging system.
Writing events for Lua in C++ is now a snap.
- Implemented utility libraries for both C++ and
Lua.
- Added a credits screen.
- The engine now automatically loads fonts in its
Media paths.
- Enabled custom, profile-based skins.
- Added a flexible event error handler, which will
allow the engine to continue to run the game if
the error is non-fatal.
- Added test suites for both Lua and C++.
- Added signal handling for unclean exits, and a
handler for segmentation faults that allows players
to submit bug reports. The bug reporting tool is
still under construction.
- Made the Lua engine more secure by restricting its
I/O to certain methods.
- Numerous small changes.
You can download the source at the downloads page. Like 0.01,
this doesn't do much yet; but you *can* play music and run
physics tests with it. =P
Because version 0.02 includes so many new features, and because
I really wanted to hit the 9 month mark, not a lot of attention
was paid to code quality and portability. I can guarantee it
won't build on Win32, and it probably only builds on Linux.
However, the plan for 0.03 has always been to slow down on
features, and focus on user installation and other things like
that. So, after making improvements to the website, I'll be
making sure that the code is of high quality and making sure it
runs on all target systems. Then I'll be moving on to
installation and distribution enhancements.
I'm sorry it took so long; work has been busy for all of us,
and it took a good deal of effort and research to put a lid on
the final features. The good news is that I implemented some
things for release 0.04, which will focus on AI and multithreading.
These implementations exist as demonstrations and examples; they
still need refinement before they're ready for the main repository.
They were also outside the scope of this release.
- July 20th, 2008
- I started a site-wide overhaul of the site's look and feel.
You may also have noticed that we have our own domain,
epicofthalia.net.
- June 3rd, 2008
- Like everyone else, I have to eat and pay bills, so I got a
job. This doesn't mean that I'm going to stop developing Epic
of Thalia, but it does mean that most of my development will be
on the weekends and that not much progress will be made for the
remainder of this month, since I'll be busy these weekends and
going on vacation to Florida.
- May 28th, 2008
- Added an issue tracker.
- April 23rd, 2008
- Changed the project name to Epic of Thalia to avoid possible
future legal issues. The 0.01 source distributions will
remain as ShadowChildren, considering that's how the project
used to be labeled.
- April 12th, 2008
- Version 0.01 has been released. Here's a summary of what
was done:
- Started coding.
- Added the Lua engine.
- Added graphics support.
- Added GUI support.
- Added resource loading.
- Added the XML scene loader.
This is a "Rob" release; all of the work that went into
this one was mine. That's not to say that Erik and Brian
haven't been doing their fair share; Erik has been modeling
and drawing up a storm, and Brian has been working on story
the whole time. In the future, when the game engine starts
to make use of our own models and story scripts, you'll see
more contribution from them in the change log. NOTE: This
is still a very pre-pre-alpha release; in order to build and
run the engine, you're going to have to tweak the build file
a bit. Also, once you do get it started, don't
expect it to do much; this release's flash is entirely from
the programmer's perspective. - April 6th, 2008
- The release of version 0.01 is nigh! All that's needed is
OS-compatability testing (which is taking longer than expected).
Check back in a week or two to see how it's going!
Contribution
Interested in helping out? We need developers, artists, testers,
etc. If you want to help out, please e-mail me at hoelz@epicofthalia.net and we'll get you set
up! While we'll take any help we can get, we really need help with
the following:
- Windows XP/Vista Testing
- Mac OS X Testing
- Model building and layout