Day: February 17, 2013

Valley 2 Beta .902 “Wait, Listen — I Hear Something!” Released!

This one is probably the last release before 1.0; we’ll see.  Tomorrow is the big day, and aside from last-minute nice-to-haves and the cutscene at the end of the game, everything is now done and in place!

This version brings with it the completion of two lengthy sagas:

On Josh’s end, he’s completed all of the slice fixes based on things that were found to be wrong with them via our automated unit tester.  There were over 1300 issues in all which the unit tester found, and all of those are finally fixed — it was a truly grueling process for him, but the result is a much more polished game.

On my end, I’m finally done with the sound effects rework — that was pretty grueling as well, but not so lengthy as Josh’s.  I apologize in advance to anyone who jumps out of their skin from the sounds in The Deep or the deciduous forests. ;)

Beyond that, it’s bugfixes and artwork tweaks and so forth.

More to come soon.  Enjoy!

This is a standard update that you can download through the in-game updater itself, if you already have any version of the game.  If you have the beta on Steam, it will automatically update for you.  When you launch the game, you’ll see the notice of the update having been found if you’re connected to the Internet at the time. If you don’t have the standalone game, you can download that hereIf you already own the first game, just use your existing license key to unlock the sequel for free!

Valley 2 Beta .901 “Now We Are Twelve” Released!

This one continues the final polish.  There’s a bunch of updated art, more updated writing, and a variety of mostly-minor balance improvements.  Also a handful of bugfixes.

The biggest thing in this release is the three new playable characters: Hinge, Kyo, and Farel.  Farel is definitely one of my favorites now!  This brings us up to our full roster of 12 playable characters, with some color variations for several of them in addition to that.

Oh, and also, there’s now a handy way to view your currently-equipped perks from the escape menu.  I can’t believe we didn’t think of this, and I’m not aware of anyone mentioning it to us before (or at least it didn’t pass my desk).  But a member of the press mentioned that today, and it seemed like a boneheaded omission.

There was another thing like that in there, too: Cinth pointed out how we never labeled any of the spells as to which were primary, secondary, special, or ammo.  Yet perks reference those specific categories by name.  Facepalm.  Again that was not something I’d ever heard anyone say anything about until today, and it didn’t occur to me, but actually two people (one again a member of the press) brought it up within 12 hours of each other today.  Go figure!

On the bright side, as frustrating as it is for me to have missed stuff that seems so basic as that, it really doesn’t seem like there’s a lot of that sort of thing.  My fingers are crossed that I haven’t been blind to something else that’s going to make me smack my head, though, heh.

Tomorrow the last of the monster sound effects are coming, as well as the last of the writing (including the end of the game scene).  And then the day after tomorrow is 1.0 release day!

More to come soon.  Enjoy!

This is a standard update that you can download through the in-game updater itself, if you already have any version of the game.  If you have the beta on Steam, it will automatically update for you.  When you launch the game, you’ll see the notice of the update having been found if you’re connected to the Internet at the time. If you don’t have the standalone game, you can download that hereIf you already own the first game, just use your existing license key to unlock the sequel for free!