OGUR has been in development for a very long while in comparison to the other games I built. Over a year of late nights, strange bugs, and celebrations over milestones in the code base. Opening the source of OGUR is a gigantic deal to me, but I plan on this being only the beginning.

First things first, OGUR is and always has been a Project name. Project names are my style of code names. I like them easy to pronounce and always four letters long. From this point onward, I will be referring to Project OGUR by its formal title, Aigilas. That title is a reversal of the mnemonic “SALIGIA” from the 14th century, which was used to reference all seven of the deadly sins with a single term.

Aigilas does not have a final release date, but its source is now open under a MIT license and I will be providing development builds at regular intervals during this open alpha period. This alpha will be used to hone in on what features the game still needs, what needs to be taken away, and discovering what type of people will want to spend their free time helping me build this game. After the features are hammered out and I feel the game is 1.0 complete, then I will move Aigilas into an open beta, where it will stay until a predetermined bug count threshold has been reached. After that point, the game will move into its first release. Where we go from there, time will tell.

The GitHub repo is currently hosted at this link. (https://github.com/XBigTK13X/Aigilas). Please feel free to shoot me a message if you have any questions about the game or want to help with the development process.

An installer containing the latest development build can be found here. (https://github.com/downloads/XBigTK13X/Aigilas/aigilas-dev-42c78702ab2b203b250101d255f8a496071c3a4f.zip)

As for SimplePathXna, I do not yet have a development plan in place that will migrate updates to the framework from Aigilas to the SPX GitHub repo. Currently I am thinking about copy-pasting changes from Aigilas to the SPX repo, but I feel as though an more automatic solution must exist. More likely than not, I will keep SPX integrated with the Aigilas repo until the first release, then move the entire SPX code base into the SPX repo, and finally change Aigilas to dynamically link SPX instead of using project dependencies.

Last but not least, I am finding that the metrics provided by GitHub are more insightful about the past year than I had imagined. For example, I see that this graph is now my goto proof of anecdotes about my lack of a desire to sleep. Some of the other graphs are also interesting, but the punch card gave me a chuckle late last night.

It feels fulfilling to have everything setup for public display after all of this work. I am currently planning on making a separate post that detailed the work involved in migrating this project in the near future. Thanks to everyone who has been play testing the game behind closed doors. I look forward to sharing this with more and more people and learning what changes are needed to make this into the game I now it will become.