Forge of Legends December Update

Empire Forge Software designer Jeff Sullins stopped by RPGWatch in order to treat us to another development update on Forge of Legends, his forthcoming classics-inspired dungeon crawler, as well as a new video on guild creation. First, the narrated footage:



And then a sample from the article itself:
The last few months have been busy for Forge of Legends development. One of my goals has been to bring together the various pieces of the game into something that is playable. For nearly a year I've had the core game engine, data, and a few scraps of user interface completed. I've decided it's time to make a push toward joining these pieces together into something I can show to players and testers.

While I am still a long way from a beta or a true demo, the creation of something I can give to people and that can be "played" is an important milestone. If nothing else, it gives me concrete coding goals and helps me stay on track. To avoid any confusion with my progress being called a "demo," I'm referring to it with the less-exciting name "dev snapshot."

In order to be able to deliver snapshots, I've had to focus more effort on the user interface. In particular, character creation and guild management. You may recall from previous Forge of Legends information that the game centers on the "guild" as a game concept. Specifically, you create characters and add them to your guild's roster. Then, you can move characters from your roster to an adventuring party, which you then send out on missions. This has required a lot of buttons, drop-downs, and other less-exciting work.

I am discovering that this kind of UI coding requires more self-discipline than the "fun" coding of creating races, classes, spells, and even combat mechanics. Positioning elements on the screen is an art in itself, and I've found myself reworking screens I thought were finished more than once. That being said, I'm happy to announce that I've made great progress in this area!