Basically the month was extremely helpful for me to get into the depths of ADOM coding. Since the beginning of the sabbatical in December the following major successes have been achieved:
- ADOM has been vastly expanded. Hundreds of bugs and RFEs (literally) have been processed, mist elves, chaos knights, ratlings and duelists have been implemented as new player options, user defined boss monsters have been added (prerelease testers will be able to check those out in the very near future in ADOM 1.2.0p9).
- For prerelease testers ADOM 1.2.0p8 is the current official release with p9 soon to come, ADOM 1.2.0p5 was released to the general public as a Christmas gift.
- ADOM II saw three releases with ADOM II 0.3.2 being the current up to date version.
- The ADOM self service portal was in full operation to collect all the virtual reward specifications from crowd funding donors and results now are being integrated into the game.
- An official option to get access to ADOM prereleases has been established. And people seem to like it :-)
- I conducted a couple of interviews to spread the word about ADOM.
- And most important of all: I coded, coded, coded and coded... which was blazing fun.
As for what's next:
- I want to release p9 at the weekend, some more bugs need to be tackled but we are on a good way.
- Then I'll tackle the new statue implementations (another crowd funding reward).
- Afterwards it's a combination of "more bug fixing" and "getting the stories behind the new level additions structured and prepared" - I have a lot of ideas regarding the latter thing but these ideas still need to be hammered into shape.
- We are looking in how to handle the first release of ADOM integrated with NotEye.
Ok, that's it for now... stay tuned!