After launching Live Builds a week ago, I’ve been very happy with the ability to push out small incremental changes. Besides the streamlined build process and less of a wait time, it also means I’m not overwhelmed with bugs every release. I can now tackle large problems fast and keep track of smaller problems for when I have the time.
This ability to turnaround builds so quickly has lead me to rethink the standalone builds (for now) and continue with the leaner, more agile cloud build process. I will revisit the standalone builds later in Daggerfall Unity’s life cycle. Here’s a summary of how to get Daggerfall Unity moving forwards:
- GitHub always has the most recent code for developers.
- The Live Builds page always has the most recent builds, and links for getting Daggerfall.
- I will start to tag specific live builds as “Stable”. This means that everything implemented so far is generally working as expected.
- I will restore the Daggerfall Tools for Unity pages as soon as possible, including updated tutorials.
If you were waiting for the convenience of a standalone build, I apologise for changing my plans. Daggerfall Unity is very much a living thing, both in terms of development and community, and can take up a large amount of my personal time. Anything that saves me time I can put back into gameplay, or spend with my family, is extremely valuable to me.
The good news is that pointing Daggerfall Unity to your game files has never been easier. The setup helper introduced with version 0.2 makes it very easy to get up and running, and you only need to download the game files once.
The first 0.3 stable build will be tagged soon. Lootable monsters just went into the latest live build and is with testers now. I only have the Rest and Keybind UIs to go and I’ve hit all the feature milestones planned for this release.