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News:

    2007-05-30 Stage 6 Version Uploaded
      Lots of things have contributed to the stage 6 upload not being as full featured as I had hoped.  Short story is that its uploaded and playable and due to issues at work and at home it will be a while before I get to work on Secrets again.

    If anyone is interested in picking up this game and developing it further, get in contact with me on the main Eon Clash contact us page and we can talk.

     - Jeremy
     
    2007-05-17 New Version Available!
      Well, some more updates have been made to the game itself.  Quests have been advanced and levels are coming together to allow for a progression of game play.  The end screens have not been designed yet, but are the only thing missing before the final release is ready.  Once they are in place, I'll start flushing out more quests and levels to add to the game, as many as time allows before the competition ends.

    As always, check the downloads section and I hope that everyone enjoys the game.
     - Jeremy
     
    2007-05-11 Stage 5 submission uploaded
      Well, after quite a bit of work the version for Stage 5 is ready to go.  Its still a bit lacking from where it was supposed to be, but the final game form is starting to take place.  The Players Guide is shipping with the game itself now, and the installer creates the proper links.

    No updates to the readme.txt file as it isn't required for this stage.  Look for some new features such as being able to move through levels and come back to some previous places.  Also, there are new quests in place that weren't there before.  Still a minor bug to fix in that NPC's like to change how they look when you move to another level and back again.  This has to do with the way that NPC's are created and I'll have to start streaming their information around a bit more.

    Anyways, give it a download and let me know what you think,
     - Jeremy
     
    2007-05-10 I\'m not dead yet!
      If you have been keeping up with Secrets then you have probably noticed that there haven't been any updates recently.  This is mainly due to the fact that I came down very sick and couldn't work on anything.

    I'm feeling better now and have been working on the Manual and Players Guide for the game as well as some minor changes in how the game will play out in the end.  Look for more updates very soon, and until then keep letting me know what you think.

     - Jeremy
     
    2007-04-23 Bug fixes and High Score implemented
      Well, in the last release I managed to break the collision code due to some copy/paste issues (where I introduced background music).  I've fixed that bug, added in the music, and implemented a high score sheet.  I don't really like the idea of a high score in this type of game, but the compo rules require it.  This means that high scores are the MOST basic implementation, and I plan on removing them after the compo is over with.

    If all goes well I'll get the puzzle engine and 1st puzzle complete this week before the end of the stage.  If not, then puzzles may have to wait till the compo is over as the game part is supposed to be feature locked after this stage with only cleanup left to do.  Keep your fingers crossed and watch the site for updates.

     - Jeremy
     
    2007-04-11 New Version: New Combat System, New Graphics, and lots more...
      With Fox stating on the project as the UI expert and helping with the graphics a lot within the game has changed.  There are now options for what font to use (Monotype or Verdana) and a complete new Combat System in place.  In fact, there are so many differences its easier to just say that the levels haven't changed in looks, but everything else has.

    Look for more changes and information on how to play the new version to come soon.  Until then, feel free to download the latest version and check out the new features.

     - Jeremy
     
    2007-04-05 New version: New levels and more Merchants
      I've managed to get a lot of work done on new levels and new generators.  Level 2 shows off hybrid generation using a static town and a maze together.  To make combat a bit more tollorable I've added in a merchant on each level.  This way you can buy and sell tokens to make your life easier.

    There will be a new combat system in the game, but the finals of it are still up in the air.  If you have a suggestion please let me know.

    Also, want to welcome Foxro Jones to the team.  Foxro is looking at the UI side of the game as well as some of the art within the game.  Hopefully the documentation and information presented will bring a level of game play that will make Secrets much better then it is now.  Looking at Foxro's art so far is quite impressive.

    Download the latest release on the downloads page as usual :)

     - Jeremy
     
    2007-03-28 Official Linux Support is out!
      The Linux binary is shipped in the No Installer stable release above.  The file is simply called Game and will need to have its permissions setup as execute for all members.  You will also need to download/install the packages for SDL and Lua 5.1.  For SDL, you are better off doing a full install instead of trying to piece it together.

    The Linux build has only been tested on Debian, so if you run it on something else, please let me know so I can brag that it runs on that platform as well.

    Check out the Downloads page for the latest build.

     - Jeremy
     
    2007-03-27 Merchants, Games, and more...
      I've added a merchant and a new game into the first release level of the game.  Thats right, the first level is now complete and in place.  The merchant is only on the first level right now, but will appear on other levels as they are complete.  New version is ready for download.  Let me know if you find any bugs or have any suggestions, the forums are the perfect place to post.

     - Jeremy
     
    2007-03-20 New version: Stage 3 updates are in
      Overview:
    For Stage 3, a lot has changed.  The combat engine is in place, I have managed to expand character customization, and "goals" exist in the first two levels of game play.  A new generator has been created (this one creates more dungeon like levels instead of simply mazes), and finally the MOB scene has been expanded.

    This is most noticeable by using the trojanhorse cheat code that allows you to load a specific level data file.  Loading level2, level3, or level4 will let you see MOB's and their very ignorant movement.

    A successful MOB engagement (you kill the beast) will result in tokens and stat points.  An unsuccessful one will result in your death.

    Controls have also changed, in MOST places I have managed to keep with keyboard shortcuts or keypresses (and will make them work in the places they don't right now before the end of the compot), but due to some time constraints I had to go with mouse only interfacing in the combat screens.

    New control options are:
      C - Brings up or closes the combat configuration screen
      S - Brings up or closes the stats configuration screen
      I - Brings up inventory screen (useless until NPC's
          are back in the game, next stage)

    Combat Config Controls:
      SHIFT+[ARROW KEY] - Move an item around
      [ARROW KEY]       - Move the selection box around

    Combat Config Info:
    The combat configruation screen can be a bit overwhelming at first.  Think of it as a FIFO stack where by the items run in top-left to bottom-right fassion.  When in combat your items are presented in that order.

    Combat screen:
    As I said, I have yet to get the Keyboard only version in for the combat screen.  This means that you select a token with by clicking on it once.  Put it into play by double clicking it.  Careful, as you can't take a token out of play once its in play.  This is as designed, to make the player think.

    Combat is round based, with the player moving first and the MOB moving second.  Use this to your advantage, and MAKE SURE you CONFIGURE YOUR COMBAT QUEUE!

    Once you have your tokens in play, click "End Round" to move on to the next combat round and make your play.
     - Jeremy
     
    2007-03-16 And so the battle begins
      I've managed to get the first 3 enemies into the system, and build out 4 total levels of game play.  Of course, this is solely around enemy combat but hopefully soon I will have NPC's back into the game.  Once that is in and the combat system is expanded to handle DOT's the game can be completed.  I've up'd the walking and animation speeds due to feedback from different testers and players, but this does cause jittering on some lower end systems.  Sorry, but their isn't much I can do about this right now.  Anyways, the latest version is up and ready for anyone to download and check out.  As always, let me know what you think.

     - Jeremy
     
    2007-03-14 New Version: Initial Combat is IN!
      After A LOT of work and headaches the basics of combat are in place and available in the latest download.  You won't see any combat until level 2, as in level 1 your goal is simply to find the exit.  In level 2 you can find two MOB's to encounter then make a run for the exit.   Finally level 3 is just more maze stuff.  You can use the trojanhorse cheat code to start on level 2 if you want, but know that it may cause problems later on.  Remember to setup your Combat Configuration using the mouse and SHIFT+ARROW KEYS before entering the combat system.
     
    2007-03-13 More screenshots of the development version
      If you have been monitoring this site, you might think that there hasn't been any progress on the game in the last few days.  This is far from the truth.  The combat system is coming along quite nicely, and while it isn't ready for the public view just yet, I have uploaded some new screen shots of the development version.  Hopefully this will wet your appetite for the next version.

    No promises on when it will be out, combat has proven to be a bit more complex then first estimated.  In fact, its more complex then any other part of the game thus far.  In the end, its felt that it will bring a bit more excitement and thought process to game play, so it should be worth it.

     - Jeremy
     
    2007-03-08 New Screenshots and New Version uploaded
      Not a whole lot has changed as far as what you can actually do in the game itself, but some of the graphics have been cleaned up a bit and I've started working on the Combat and Inventory systems.  Right now you get 12-24 random combat tokens that you can arrange in your combat configuration screen.  As always, more updates to come and hopefully soon, you will be able to engage some of the baddies in the game!

     - Jeremy
     
    2007-03-07 Saved Maps working & Help Wanted
      After a bit of work and some testing, pre-generated maps and dynamically created maps are both supported now.  I've also managed to get MOB's and NPC's placeable on the maps again.  I still have to get their interactions working properly and finish the combat engine, but those are smaller compared to fixing the problems that existed with them.

    I still need a Graphics Artist (preferably a Pixel Artist) and a Sound/Music person.  If your interested get in contact on the Contact Page, in the Forums, or on our Great Games Experiment page.

     - Jeremy
     
    2007-03-02 1 step forward and 10 steps back
      Good news and bad news.  The bad news is that during the last backup round I lost MOST of the source code for the game :(.  The good news is, that I was able to re-build the game quite quickly.

    This has actually proven to be advantagious in that now levels are even more flexible.  You can see this by downloading and running the latest version.  There are some new options in the character customization screen, but I completely lost the interaction code that was in place.  So, no dialogs telling you what to do or giving you clues.  You can still walk around finding the exit and going to the next level though.

    Since this still fulfills Stage 2 guidelines, I'm going to release it as is and wait until Stage 3 starts to put interactions back in.  Then I'll start working on other features that will make a big difference in gameplay.
     
    2007-02-28 Forums Brough Online!
      Installed and started using SMF forums.  So far they seem quite powerful.  I've got it locked down so you have to have an account to post, and hopefully I won't have to go too nuts with the security settings but time will tell.
     
    2007-02-27 Faces added to game
      After some tinkering with Tile Joiner and some work with Charas I've managed to add in face sets to the game.  I know they don't add much, but in the long run they count for a lot .  I'm still working on getting the first puzzle in, and more details as they become available.

     - Jeremy
     
    2007-02-25 New build with debugging uploaded.
      Due to some people having problems with an error that I can't reproduce, there is a new build uploaded to the site.  You will now find a batch file called "ShowLoadInfo.bat" in the main application folder.  If you have a problem while running the game, please run this batch file from the command prompt, then copy/paste the results into your replies about game problems.  This basically turns on minimal debug information that should be enough to find the problem.

    Thanks,
     - Jeremy
     
    2007-02-22 Game Updated - New Features
      Well, on top of being able to create your character and give it a name.  I'm glad to announce that now there are exits for each of the mazes (well, levels).  Soon enough, the real game play should start coming together.  I have to complete the first static level, add in code for generating puzzle hint interactors, and add in code for the combat system.  First thing will be the static level completion, as that will affect the game tutorial :).

    The latest version is available on the Downloads Page.
     - Jeremy
     
    2007-02-22 Game Updated - New Features
      Just for fun, I threw in collectable hints on the first playable level and set a goal of collecting all of the hints before you can move on.  Take a run through it and see what you think.

    The hints that are in place, are the actual hints for level 1.  Remember, according to the game design, you won't actually have to collect all of the hints to get to the next level.  They just help you with the puzzle at the end.  This is basically just a test of how to implement level rules that are outside of the primary game rules.

     - Jeremy
     
    2007-02-21 Engine Updated
      While the game itself doesn't look much different, there have been a lot of changes to the engine.  Mainly these affect the collision detection (much better now), GUI elements, and mouse interactions.  So look for the game to be updated soon to include new features.  Until then, keep downloading and letting us know what you think so far.
     
    2007-02-21 More Updates
      Well, the testing group found a major memory leak and a problem with the fullscreen code.  This has been fixed!  Also I have implemented a Roman Name Generator and character names.  You can now supply your own character name, and it appears on the initial interaction dialog!

    Of course, this is a long way from complete and it may seem that my priorities are off, but I assure you that I'm headed down the right direction.  The new changes allow for testing of the new features in the engine.

    Keep your eyes open, as more updates are headed out this week.
     
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