WOW, lot of activity since the last time I passed by! Let's try to answer everybody at once?
Not 2020. 2018. The 1.96b version dates from 28 august 2018 in my cheatsheet.
I had to MAKE A GRAPH to explain how messy it is but it is the 2nd iteration imho : the initial build from 2015 and the glitched forest from 2017(!) had an arena, which was missing from v1.96b and was planned for flash v2 which never released.
After that there was the abandonned "DA origins"
Doesn't FEEL like a decade. First build released in nov 2015.
But wrong expectation.
The whole project was made of flash code and old animator artstyle. So dev has to redo all animations himself (for consistent artstyle) and to remake *the whole game* in godot.
Divine Arms 2.0 is effectively a new game remade from scratch, and the 2015-2023 time period has been wasted
The original dev is doing the animations.
Correct, with the caveat that Forbbiden Arms Bloodlust was abandonned AFAIK.
We get several debug builds per year, so not abandonned.
Dev's cloud storage
still provides all versions or at least did in early 2024. With maybe the exception of the one initial build, as there was no pledge system at the time... but hey downloading off Newgrounds wasn't an issue.
I have a personal copy of probably all builds and any modern pledge can in theory make their own as well, and I publicly shared on ViperV discord a batch script to select the version to run, so allow near-seamless integration with a steam shortcut.
I won't let Divine Arms dissepear in the bit bucket like Erfworld did. I'll never share it for legal reasons but rest assured those copies exist.
There's a changelog ingame, but basically Ganker has been added with his minigame scenes, along with the daylight cycle required to make his schedule work.
The engine is now able to FINALLY manage multiple zones (and the save/load needed for that) so the test area has been changed to showcase this, and the loading issue should be fixed so now Nvidia players can test the debug builds too.
Basically, it feels closer to a prototype build than a debug one.
Debug builds aren't published, because they are effectively useless without the tons and tons of notes that the dev shared on Discord etc.
I'll be honest it's kinda annoying, I'm donating since a few years and I would like my 10$ pledge to finally trickledown to the general public.
But I prefer a slow-and-progressing project over the mess of continous reboots which happened 2 or 3 times in the Flash era.
Of course? The debug builds are developed since 2023 at least.
ViperV's dev announced that all basic systems are now functioning in Godot (aka battle spells, scene minigame and cam systems, daynight cycle, etc.) except possibly the translations as it had been requested kinda soon.
The announcement shows the new scene which was added in the June build (July for low-tier supporters)
[EDIT] If it's the mushroom my apology. Ganker was added so that scene is for next build.
Yes he is still making it. Nothing worthy has been shown because the v1.96b FLASH build stays superior to the v2.x GODOT branch (if you are on his discord I'm the guy who made a graphic with the various existing versions and features between each other... kinda messy right now, as no existing DA build contains all features from all predecessors)
Dev is slow, but when he delivers HE DELIVERS, the minigame wasn't teased before and dev packs good tools under his belt.
Officially, I think he left after a year due to being sick of drawing Siggy over and over.
The issue is that the game requires an artist to be available for the entire project's length, and back in 2018 the dev had banking issues and could basically only hire one foreign person at a time without triggering stuff.
That causes an annoying loop where dev hired an artist, loses that artist over time, then scrap the existing art due to needed consistent artstyle. The longer the dev, the more progress was *lost*. So now he does the whole debug builds by himself. Game, animations and obv lore behind the scenes.
I doubt dev earn thousands of extra nowadays, given that Dev had to stop full-time involvement in order to keep lights on. I increased mine but at some point quantity is it's own form of quality