Welcome to GrayCoreSoftware! We are a small, Boston-based group of people consisting of one developer, one artist, and one webmaster dedicated in creating .NET games, particularly role playing games. After releaseing our first game, Terra Aegrus, I am now working on another tile-based game developed in C#. I expect this game to be finished by mid 2013. -Zander-
Jan 22nd, 2013
It has been a while since I've worked on the game, but I'm back to the grind stone and I intend on finishing this once and for all. Thank you everyone for testing the game. A lot of bugs were found and they have been fixed. A few more rounds of testing, and then I'm releasing the game.
Jan 8th, 2010
This project has been going a lot slower than I wanted, but the good news is that it is now finished! Unfortunately it needs a ton of testing, and that takes a ton of time! Hopefully the bugs will be weeded out, and once the quality is good enough, I'll release the game.
October 7th, 2008
It seems like this game is never going to finish, but I'm pleased to say the game has been converted to OpenGL. No more huge DirectX downloads! This took maybe 2 months to implement, but it was definitely worth it. I suspect that in 1 month the engine will be completed, and after that it's back to fleshing out the story and world map. Yay!
December 28th, 2007
Development on version 2 of this game has been excruciatingly slow. The months of November and December 2007 were dedicated in finding artists and fixing up the story line, none of which were very successful. This is party due to personal issues (ie Vacation). Well, vacation is over and it's time to get back to work. The idea of using Flash has been flushed away, along with wads and wads of paper containing story outlines and mini quests. Development has once again started in full force.
October 16th, 2007
At the end of August I decided to switch back to C#. Flash was just too nasty to write an RPG game with. Variables could be defined outside your code in a "library", and source code was too "all over the place" (some defined in Action Scripts, others in the "library", and some in Key Frames, or Action Frames, etc. etc. Flash is probably ideal for small web games, not RPG games. The good news is that I'm almost done writing the engine for the TA2. I have to come with better AI for the monsters (so at least this time they can choose to cast spells or fire arrows, instead of blindly attacking the closest character), come up with better special effects, simpler NPC interaction windows,and a better sound class for playing music and special effects. Almost there!!!
August 14th, 2007
We have switched gears from programming in c# to a game written in Flash. Terra Aegrus was a "small" game, but required a lot of third party tools in order for it to work (ie Managed DirectX 9.0c, .NET Framework, etc. etc.). A game written in Flash would only need a web browser to work!
December 27th, 2006
We have just been notified that our mail servers have gone awry. Our gracious website-host has restored them as of tonight, so we apologize for any delays in the past week or so. /p>
July 18th, 2006
We are now in the process of creating version 2 of Terra Aegrus! We are currently in the design phase, but we are estimating 6 months or so before we'll start looking for testers, so if you're interested in being a beta tester, let us know!
January 4th, 2006
We had some bugs slip through the cracks once again and we have uploaded the (hopefully) final version of Terra Aegrus: 184.108.40.206. We are now working on what we call "version 2" of the game. We going along the lines of RTS during combat, instead of turn-based, along with crazy special effects, instead of still images moving around. If you have any suggestions, let us know! We are all ears! :)
December 13th, 2005
Terra Aegrus has been released and is now downloadable from download.com! As with all new releases a few bugs have been discovered by customers and we are working on creating a patch. As expected, the main issues are with the compatibility with DirectX 9.0c
October 17th, 2005
We are now up to version 220.127.116.11 of Terra Aegrus and it seems like most of the major bugs have been fixed. From here on out it's a race to the finish, modifying text in the dialog's, spicing up the World Map, adding Monster Parties here and there, etc. etc. It's hard to make the level of difficulty for this game "just right". It's all a matter of tweaking existing variables, but so far the input from the Beta Testers has been the most important driving force in tweaking the game.
May 14th, 2005
We have put a "Beta" version of Terra Aegrus for users to download! The intention is get help from users in discovering bugs and provide valuable critique to make the game more enjoyable. We also created a forum to exchange information. We're still finding bugs, and the graphics and sound effects are still lacking, but were one big step closer to release!
February 3rd, 2005
We have updated our website to include some of the graphics that are currently in Terra Aegrus. We are only working on the Non Player Dialogs, touching up the graphics, and the finishing up the World Map. The engine itself is done, but we still need to test things out.