- Jochen and Zeno are hard at work on the NotEye integration. Things look good and we now also have an alpha prototype for NotEye on OS X. Screenshots will follow as soon as Jochen and Zeno manage to get some color kinks worked out ;-)
- Krys is working on the tiles. Many detail issues... greetings from me to all the people who before and during the crowdfunding campaign stated "Hey, it's trivial to do some tiles". You obviously have no clue. And although I tried to estimate the effort required in a pessimistic way I'm continuously surprised about the detail problems we run into. But Krys, Zeno and Jochen make a perfect graphical team - I'm sure that the final results will be mind-boggling :-)
- Lucas is getting up to speed after we had quite a lot of organizational challenges (I'd never had expected the difficulties to get money to South America without incurring horrendous costs... but we are improving ;-) ). Here you can find Lucas' latest work.
- I sadly did not make any progress during the last week except for fiddling with the concepts for the new boss monsters (the programming architecture now is in place), testing various of the suggested form mailers (because I ran into problems with Google Forms - sadly I'm back to Google forms as none of them really solved my problems) and writing a couple of pages for the ADOM Lite RPG (less progress than I hoped for). Preparing my sabbatical sadly takes a lot more work effort than I hoped for so spare time right now is premium. But I can't wait for December and non-stop ADOM work :-)
And here we got some samples of test screenshots... note that they really are tests and already now fail to mirror reality... things are constantly changing right now but I couldn't resist to post some older screenshots:
P.S.: Yes, you still will be able to play in ASCII mode. Right now Jochen and I plan to have two distinct ADOM versions in the future, one including ASCII, image graphics and sounds and another offering just ASCII (and no sound). You decide which version you download. This seems to be the most reasonable compromise as otherwise the build system would have to take into account too many game variants and testing all of them before deploying them would become absolutely impossible.