XaiJu
bitemegames
bitemegames

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World overhaul, Windows, Quests

Guild expansion

So far our guild has been looking a bit small and out of place. Time to upgrade our guild's layout. We've got multiple different rooms planned,

The below GIF isn't fully there yet, as we still have to update our terrain, and add the code that correctly shows/hides certain parts of the guild when unlocked (right now everything is unlocked, and grass pokes through the floor, since this is part of the terrain and not a prefab). We also want to add some verticality by raising/lowering certain rooms with stairs between them.

Finalized Environment

Yesterday we wrapped up the final texturing needed for our environment, which makes it about 80-90% release ready if you ask me. We will probably need to make some smaller changes later on in terms of exact building placement, depending on our final guild size.

Quests

Of course, a pretty game doesn't matter if your game's core doesn't work. It's a monster of a core, but we're slowly but steadily making progress in that regard.

We're definitely having some scope creep currently in regards to the generation of the quest "intel" (what you as the player get, to then turn into the actual quest), so we may be cutting some of that depending on the implementation/amount of content required.

We've got some basic visuals in terms of the creation of a quest already, on the left you get the information from the questgiver, the right window will then be your "control panel" as the guild master, figuring out what level of skills will be required for this quest, and other details such as gold split, required proficiencies,...

Progress Grab Bag

Some smaller features/additions we implemented over the past week:

What's Next?

Whilst we've been making progress on quests, we're still not there yet. Our goal is to get this in a first finished/"playable" state over the next week, after which we can do some first internal playtesting, and then in 2 weeks, go and run a limited playtest through our Discord server.

Now that our environment is fully done, it looks a bit dead without anyone walking around. We're now tackling the issue of modular adventurers/NPCs, with some challenges there in terms of rigging and getting the different parts to actually match up correctly. Currently we just had a single Synty character as a placeholder, but this is not what we want as our final goal.

We'll also be looking into getting a rudimentary system in place for unlocking the different guild areas, and start focusing on creating some setpiece models for all of them.


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