This week the small council said Build 12 is good enough (done enough) to release to everyone, as long as we fix some major bugs. And we added another programmer!
We finally got to Playtesting the game this week and that has generated 68 issues/tasks of which 20 are critical to resolve before we can have anyone play it. Maybe it’s just me, but being able to find a quest item in a dungeon seems pretty important to the whole experience.
In this update I talk through the following flowchart on how the game generates quests using existing people and monsters going about their business in the world into an escalating quest chain. I then show behind the scenes how we generate the quest description for the NPC to speak to the player.
This week we really dive behind the scenes and show how we use Unity and C# to procedurally turn an empty 3D box into a decorated thematic dungeon room, with items, wall hangings, and stacking items.
We are happy to report that we are done with the 3D dungeon tech and are now working on the gameplay experience. We think it will take us 3 weeks, or so, meaning sometime in mid to late March.
We’re happy to announce tangible progress on the dungeons those who have pre-ordered can actually see! In preparation to doing the real gameplay release of the 3D dungeons, which is still a few weeks off, we want to see how the tech performs on your computer.
We are real close on pulling together all the 3D dungeon tech into a playable build. Before we do the full build release of the dungeons, we are going to do a test build for system performance and see how the dungeons work on your computer. We may need to do some optimizing.