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Hail brave soul,
Greetings, my name is Lord Chandar.  I am the ruler of the once beautiful Divinshire.  I say once beautiful because the land has been split apart between the spiritually lead and the growing voice of structure and reason. 
My dreams are getting darker and more horrific as each night passes.  They foretell of a great war coming.  Storms approach from the north east promising destruction in their midst.
No one in my realm believes things are as dire as I see them to be.  I am putting out a call to anyone and everyone who will heed it. 
Please help my land before it is ravaged completely by evil and daemonic forces.

Urgent Regards,
Lord Chandar
Ruler of Divinshire

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Wallpaper Windmills and Fennec Foxes are in! Light Sources Have Been Added
Blog RSS Feed Report abuse Latest News: Graphics Upgrade --- Isometric on the way!

0 comments by FabulaDivina on Nov 22nd, 2012

We have received a lot of really awesome feedback because people want the game to be a stellar old school experience.  We have exciting news on this Thanksgiving evening!  We have been upgrading the graphics to isometric graphics.  As of tonight, the game is now operational in isometric mode.  This means we are very nearly back to where we were before the conversion.  We hope you enjoy!

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Fabula Divina version 0.32 playable preview

Fabula Divina version 0.32 playable preview

Oct 8, 2012 Demo 0 comments

Today we announce version 0.32. Version 0.32 has a significant set of things in it. Graphical Boot Loader finally...

Post comment Comments  (0 - 10 of 11)
FabulaDivina
FabulaDivina Dec 26 2012, 7:25pm says:

Good velocity on changes today. Pet Management is now well under way. Maturing of the clickable interface is starting to show.

It is now fun to play point and click battle turn based with foes.

We also started making the over-world more formally structured rather than heap of randomness that made now sense. We hope to publish the world map sometime in Jan or Feb.

It is a large feeling world. 10 caverns on the over-world alone. Caverns can go to level 2-3 which are not on the overworld.

Towers and palaces don't count yet either because they are content and integral to the story.

The over world itself is fully set. You can explore the whole overworld. Now we just need to add cities, content to it.

Monster spawn zones have also been mapped out.

+1 vote     reply to comment
FabulaDivina
FabulaDivina Dec 24 2012, 2:55pm says:

This week has already been insanely productive. We have the pet system functional to the point that your pet actually helps you.

The new weather system showing more realistic rain and lightning has been integrated in, and works.

The projectile system works, and magic spells have been integrated in.

The mouse now works for almost anything. Walking, Pathfinding, attacking, talking, interacting with the world.

The kinks we had with the roof system have been worked out.

Fingers crossed. If we can keep up this level of productivity (who knows what road blocks we will hit) we will be ready to move to production of content at the end of January.

+1 vote     reply to comment
FabulaDivina
FabulaDivina Dec 22 2012, 5:14pm says:

Video update!

Playing a game is fun!

Makeing a game is hard, a lot of work but also fun.

Tonight, we wanted to show you some of the stuff we are doing inside of the game, and show off some of the stuff OpenGL has allowed us to do.

OpenGL has allowed us to have a really nice rain and lighning effect which you will see at the end of the video.

All of the shading of the tiles is now done real time inside the game, rather than pre-rendering a bunch of tiles.

The path finding you can also see work. It looks like it takes you through walls, because on this test map, there are holes in the wall which you can walk through.

The mountians are also not marked as obsitcles yet. That is why you see the player move through the mountain walls.

We also wanted to show off some more of the organic landscapes, which are natural crops planted randomly throughout the world. You can use these crops to live off the world, and make money.

The sun and moon cycles are now visible on the screen as well. You can see the sun go down when the light gets dark.

You can also see the fennec fox in the video. It is scared of the big bad player, and runs way if you move toward it.

You can also see now the size of the playing window is 95% of the screen. Soon, we will show off the rework of the UI.

Finally, when it is night time, you can see the light fixtures are usable and you can turn lights on and off!

We hope you enjoy this update. We have enjoyed making it thus far, and are looking forward to doing and showing more. We also hope you enjoy playing the game when it is ready.

Cheers,

Graham

+1 vote     reply to comment
FabulaDivina
FabulaDivina Dec 20 2012, 9:45pm says:

After working through some hair raising bug this evening, FabulaDivina now runs 95% of the way it did before the switch to OpenGL in OpenGL. It is playable.

We can now tell you what the switch has done for us. A drop in 50% of the CPU usage. We were able to cut the size of images distributed and loaded by 75%, the game now runs much faster, and loads much faster. It will also allow us to do slightly more with the effects than we could do before.

It will lead to a much better game play experience when we release a new play test!

+1 vote     reply to comment
FabulaDivina
FabulaDivina Dec 19 2012, 9:36pm says:

FabulaDivina has been officially converted over to OpenGL using Slick2D. It runs and animations work, but now its time to fix display and functionality bugs!

+1 vote     reply to comment
FabulaDivina
FabulaDivina Dec 17 2012, 9:35pm says:

Tonight, we were able to get a prototype of the new engine running. We were able to demonstrate all the features we needed/wanted in Slick2D that we were getting on the traditional 2D canvas. We also started porting the actual game code over. We are about 40% done with the conversion. OpenGL and Android here we come!

+1 vote     reply to comment
newts
newts Nov 23 2012, 7:05pm says:

Do you guys know what you think will be the cost? like will it be free or like 5-10-20$? Btw it looks really cool and im going to download it. Tracking!

+1 vote     reply to comment
FabulaDivina
FabulaDivina Nov 25 2012, 9:48am replied:

Thanks for the compliment! We plan on charging not more than $7.50 for the game at this point. While we hope you enjoy the current playable demo, the current demo doesn't have any of the new isometric perspective in it. We are hard at work though. The new demo will be released as soon as we have enough isometric content in it to compare to the old flat 2D version. Feel free to like us on Facebook and Google+

+1 vote     reply to comment
FabulaDivina
FabulaDivina Nov 22 2012, 8:46pm says:

We have received a lot of really awesome feedback because people want the game to be a stellar old school experience. We have exciting news on this Thanksgiving evening! We have been upgrading the graphics to isometric graphics. As of tonight, the game is now operational in isometric mode. This means we are very nearly back to where we were before the conversion. We hope you enjoy!

+1 vote     reply to comment
FabulaDivina
FabulaDivina Oct 8 2012, 5:43pm says:

An artist just delivered FIVE new full variants for dungeon crawl tiles. Tower, crystal palace, etherial, lava and hell. Awesome.

+2 votes     reply to comment
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FabulaDivina
Platforms
Windows, Mac, Linux
Developed By
FabulaDivina
Engine
Custom Built
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Official Page
Fabuladivina.com
Release Date
Released Dec 31, 2013
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Style
Genre
Role Playing
Theme
Fantasy
Players
Single Player
Project
Indie
Twitter

Latest tweets from @fabuladivina

We're looking for #dungeonmasters to flesh out all the squishy details for our story arc. If you are interested, please let us know. #rpg

Sep 25 2013, 3:51pm

We are looking for #dungeonmasters to flesh out all the little squishy details for our story arc. If you are interested, please let us know.

Sep 25 2013, 3:50pm

Howdy. We are looking for a #Freelance #2D #Artist to do some retro graphic tile work. Our last artist was unable to complete the work.

Aug 17 2013, 1:49pm

Tonight, we want to present to you the world of Divinshire. The native language is known as Thinnish. #FabulaDivina T.co

Apr 16 2013, 9:39pm

Tonight, we want to present to you the world of Divinshire. The native language is known as Thinnish. #FabulaDivina T.co

Apr 16 2013, 9:39pm

#FabulaDivina #isometric #rpg game play for January 2013! --- We hope you enjoy it. T.co

Jan 7 2013, 9:02am

We got an official Studio name for Christmas! We are now known as #DarkOwlStudios...

Dec 25 2012, 8:44pm

New! #FabulaDivina isometric gameplay video. It is still rough, but you can see the evolution... T.co

Dec 22 2012, 5:15pm

After working through some hair raising bug this evening, #FabulaDivina now runs 95% the way it did before the switch to #OpenGL in OpenGL.

Dec 20 2012, 9:44pm

#FabulaDivina has been officially converted over to #OpenGL using #Slick2D. Now its time to fix display and functionality bugs!

Dec 19 2012, 9:34pm

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