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0 comments by Rayvolution on Nov 6th, 2014

I've decided to simplify the game versioning system, making is a lot easier for people to identify what version is what, and it also helps me talk about upcoming updates a bit clearer. With the old system I could talk about "the upcoming update", but because version numbers were assigned based on the date released I couldn't say "The 11-5-2014 update" or something to that effect, because I would have no idea what the release date actually was. The new system will be a lot more clear for everyone.

As I said previously, the original system was done by release date. Meaning the official current version is "InDev 10-31-2014", released October 31st 2014. I've decided to go with a much more simple system, where stable releases are just going to be numbered, the first version being InDev 1, then InDev 2 and so forth with hot fixes or minor revisions being listed as InDev 2b, 2c and so on. One we move into deeper phases of development it'll reset back to Alpha 1, Alpha 2 then to Beta 1, Beta 2 then to Release 1 and so forth.

As for unstable builds, they will be marked as something along the lines of "InDev 10 U1" for "InDev 10, Unstable Release 1". But currently I do not have a system in place to give you direct access to these unstable builds, but I'll probably set something up in the future so that all Steam users can access the bleeding-edge versions just to toy around with them and find bugs. Keep in mind most unstable builds have serious flaws and many half coded elements in the game. It is a very bad idea to any serious gaming with them.

I've gone back down the history of past builds and put together where we should be based on this new system. So here's the conversion chart if anyone is interested;

InDev 6-21-2014 is now, Indev 1.
InDev 6-21-2014b is now, Indev 1b.
InDev 6-21-2014c is now, Indev 1c.
InDev 6-22-2014 is now, Indev 2.
InDev 7-10-2014 is now, Indev 3.
InDev 7-17-2014 is now, Indev 4.
InDev 9-22-2014 is now, Indev 5.
InDev 10-14-2014 is now, Indev 6.
InDev 10-14-2014b is now, Indev 6b.
InDev 10-26-2014 is now, Indev 7. (Note: This was the first Steam Release)
InDev 10-28-2014 is now, Indev 8.
InDev 10-28-2014b is now, Indev 8b.
InDev 10-31-2014 is now, Indev 9. (Note: The version you're on now)

and finally, this all means the upcoming version I am working on will now be referred to InDev 10. :)

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Retro-Pixel Castles - InDev 10-14-2014b

Retro-Pixel Castles - InDev 10-14-2014b

Oct 14, 2014 Demo 0 comments

The 10-14-2014b stable build of Retro-Pixel Castles.

Retro-Pixel Castles 5-Month Tech Demo

Retro-Pixel Castles 5-Month Tech Demo

Sep 22, 2014 Demo 1 comment

The 5 month mark technical demo, showing off many of the game play mechanics going into the final game! Simply extract, then double click on the jar...

Post comment Comments  (0 - 10 of 23)
Arethrid
Arethrid Nov 5 2014, 6:15pm says:

Looks great. Tracking.

+1 vote     reply to comment
AndreiMolnar
AndreiMolnar Nov 1 2014, 12:43pm says:

This game really managed to get the retro feel that warcraft 2 has, for whatever reason, when I first saw this small game, I thought about warcraft 2. As far as the graphics go this one looks older than dirt without giving the sensation of trying too hard, which is awesome. The gameplay is still lacking but meh, this is the first release so I didn0t expect much, pretty good too but it feels a little bit dull, would it be possible to control military units and leave the village management to the village?

+1 vote     reply to comment
Petrenko
Petrenko Oct 20 2014, 2:55pm says:

I like how it is fully modable. I fiddled around with settlers 2 graphics and warcraft I+II =)

+1 vote     reply to comment
PowergloveNinja
PowergloveNinja Oct 17 2014, 6:59pm says:

Wow this game looks awesome. Would love to see a Wii U port.

+1 vote     reply to comment
Horogorn
Horogorn Oct 5 2014, 9:28am says:

That looks great man , hope it get greenLit cause I want it!
keep up the awesome work on getting it released!
By the way what programming language did you use to develop it? just a little curious

+1 vote     reply to comment
Rayvolution Creator
Rayvolution Oct 5 2014, 3:06pm replied:

Thanks for the support!

.. and Java, for the ease of multiplatform support. ;)

+1 vote   reply to comment
Christonian
Christonian Sep 25 2014, 3:52pm says:

Keep it up hope this gets full finding

Kickstarter Showcase Bellow

Youtube.com

+1 vote     reply to comment
Petrenko
Petrenko Sep 23 2014, 7:20am says:

Voted on Greenlight and i also would like to back this on kickstarter but they use creditcards only if i'm right. Any other method?

+1 vote     reply to comment
Rayvolution Creator
Rayvolution Sep 23 2014, 12:46pm replied:

Not to get it on Kickstarter, no. :(

+1 vote   reply to comment
Eldrac101
Eldrac101 Sep 17 2014, 4:43am says:

This game look so awesome =D
For some reason it remind me of AOE 1 =)
And if you dont mind me asking, what's the price on relase?

+1 vote     reply to comment
Rayvolution Creator
Rayvolution Sep 17 2014, 1:49pm replied:

For the upcoming Kickstarter, the lowest backer reward that comes with a free copy of the game is $7. :)

For the actual retail price; I honestly have no idea yet, When you get Greenlit on Steam they recommend a price to you, so I was going to go from there.

+1 vote   reply to comment
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Retro-Pixel Castles
Platforms
Windows, Mac, Linux
Developed By
Rayvolution
Engine
Custom Built
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Official Page
Retropixelcastles.com
Release Date
TBD
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Real Time Strategy
Theme
Abstract
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Single Player
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Indie
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Latest tweets from @raymonddoerr

Retro-Pixel Castles InDev 12 - The Saving Update - Road Map posted! Check it out: T.co #indiedev #gamedev #steam

21hours 53mins ago

Retro-Pixel Castles is now 50% off on #Steam, spread the word! T.co #indiedev #gamedev

Dec 18 2014, 2:58pm

The Retro-Pixel Castles InDev 11 Launch Trailer is now completed! Enjoy! T.co #indiedev #gamedev #steam @youtube

Dec 18 2014, 6:30am

After just over one month of development, I'm proud to announce InDev 11 has been released! T.co #indiedev #gamedev #steam

Dec 17 2014, 9:30pm

DevLog, day 229 - Still suck at my own game.

Dec 17 2014, 5:32pm

@cokeandcode wat

Dec 17 2014, 4:03pm

@Scalinger2 Yeah, it's designed to be a kind of throwback to the old style world maps from Mario, Donkey Kong, GEX, etc.

Dec 16 2014, 8:49pm

I created an official 65 minute unedited long play video of Retro-Pixel Castles! Enjoy! T.co #indiedev #gamedev #steam

Dec 16 2014, 3:08pm

@ultimape I use a mix of a pixel-perfect collision system and basic particle physics, it's a bit more complicated than that though. :o

Dec 16 2014, 2:33pm

@AllGameBot oh noes!

Dec 16 2014, 3:42am

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