We finally accomplished Playtesting this week. This 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 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.
Update #110: Procedurally decorate a Dungeon Room By Theme
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 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.
This week I show off the cool work Emily and Michel have been doing on the dungeon room decorations. To get those rooms you will be exploring and looting feeling good. This video shows some more room types and the 3d debugging tool Michel made.
This week I share some of the team’s great work bringing the dungeons closer to completion. Inspired by Nic’s constant nagging, I fire up a dungeon and start wandering around pointing out gameplay changes. We finish with some examples of “themed rooms” by our newest member and 3d modeller, Emily Adams!