Introduction Hello, dear friends! Our team is extremely busy with the Project Genom development and is ready to share our weekly report on the work we’ve done over the last week.
Software We’re still adding final improvements and upgrades to the PTS version of the game. At the current moment, close attention has been brought to the critical bugs that are found by our testers. PTS servers are constantly updated as we improve our project by correcting all mistakes found by the players willing to participate.
Our team is fixing errors with the transport system, mobs, quests and other game elements of the game, which directly depend on the network.
The Mech system is also being revised and upgraded.
World Another challenge that we faced was creating a 3D map of such a big in-game world, given the need to considerably optimize the project in terms of the MMORPG features and retain the possibility of making further permanent changes in the world. Our initial calculations and plans proved to be insufficient — we needed better picture and optimization. In this regard, we started looking for other options. First of all, we evaluated an option of transferring the models from the Engine to the third-party 3D packages with subsequent optimization. But it wasn’t what we’ve been looking for, as this option was laborious and time-consuming, in addition, it created a need for the vast number of polygons and materials.
Then we considered the option of creating a map by means of displacement as it is done in a number of modern games. In general, this method is based on baking the height texture map and then “squeezing” all heights on the plane surface. On the one hand, this method seemed rather good in terms of performance. It also looked well due to the color map baking and won’t take much time in comparison with our previous experiments. On the other hand, such 3D maps should not be made rotatable, since the side faces of all objects would be represented as flat planes with stretched textures. This feature also created the so-called “ledge issue” — if there is a large object that above the ground like a ledge and the character can walk under it, it’s impossible to represent it on the map and take into account when squeezing the surface. The final model would feature this ledge smoothly becoming the ground and the character walking under the ledge of a cliff will be shown as if the character is inside the model.
After a few more options, we made our decision to use an adequate pipeline, which would meet all our requirements. This final option featured all the advantages and best features of our previous experiments with the 3D map. We decided to transfer objects from the game to third-party 3D packages stitching all objects into one model on each square mile of the map, removing all unnecessary polygons and with subsequent retopology (reducing the number of polygons of the 3D model). In addition, we used the color map baking that is used in the displacement method, which allowed us to quickly add color to the model without using complex shaders and a huge amount of materials. There also was a number minor technical features of model preparation, but if we omit this, in the end, we got a 3D map, which can be rotated at any angle and zoomed in up to very small buildings. Also, the final map parts are relatively fast in means production and have the least number of polygons than all the above-mentioned methods would allow.
Another great advantage of this method is that these map models will be used in the game as the last level of the object fade distance on mile-wide parts of the in-game world. This detail level will be used when displaying objects located at a distance. This will allow seeing the whole world at once, without overlapping it with a dense fog, and at the same time, won’t affect the performance. Using the same models for the map and object fade detail levels has significantly reduced the time spent on two major tasks. At the moment, we’re creating all pieces of the map according to the tested scheme.
Character This week, we started creating models for the last armored suits series that we’ve already mentioned in one of our Weekly Newsletters. This eighth series will feature the flying armor plates that our team is busy creating and implementing.
Conclusion The non-stop game development makes us really excited. The biggest goal we’ve met this week clearly was finding the way to create a light and good-looking 3D map. We’d like to note that we take all your wishes into account and encourage all the players to leave feedback. One of the popular wishes will come true as we’ll significantly improve the in-game navigation (compared to the previous version).
The most pressing challenge is the software part of our project that still needs improvement and undergoes never-ceasing testing. Bugs and flaws that our players find via PTS do not allow updating the main game servers.
We’d also like to remind you that at the moment the main work on the project is done on the PTS servers. We’ll transfer the updated project to the main server only after we finish and successfully test the quest system. Now all players who want to see that the project is moving forward have an opportunity to take part in PTS testing. To take part in the test, you must have an activated copy of the game and follow the registration as described on this page:
http://steamcommunity.com/games/pgenom/announcements/detail/1448322996834571608
And, once again, we want to remind everyone considering purchasing the game that it’s still in its Alpha stage, and we don’t recommend buying it if you expect a full-fledged finished project. By purchasing the game now, you support the development and have an opportunity to see its early stages. If you want to enjoy a full game experience with the maximum number of game mechanics and no critical errors, we advise you to wait until the project enters the beta testing phase or even later.
Weekly Newsletter
Introduction As the development goes on, our PTS servers with the updated quest system are being tested by our dear players. Once again, we’d like to express our gratitude to our community and everyone who supports us. While the testing is still in progress, here is another traditional weekly report on the work we’ve done over the last week.
Software Our team is still engaged in improving and debugging the quest system. Gradually, new quests are being implemented into the game. Also, we’re now actively correcting flaws the main character has. These flaws have been revealed during the quest testing.
The quad bike is being improved as we’re fixing all the critical bugs.
The basic Mech system is still being implemented.
World Another aspect of our work is improving the world of Avalon. This week we’ve completed a large point-of-interest area with the Gunar ruins as well as the extensive zone with unique vegetation around this location.
We’ve finished our main and most extensive tasks dealing with the game world, and this week we’ve begun creating the final version of the 3D map. This objective is time- and energy-consuming, but it’s also very important, as we can decide from the wishes our players have expressed. In addition, there are certain technical difficulties that we have to solve in order to ensure that the map will be duly updated in future.
Character This week we completed and set up the female version of the “Dreadnought” armored suit, which was also implemented into the project.
We’re still creating animations for the male version of the “Imp” organic cover. At the moment, our team creates and sets up animations for all basic skills.
Conclusion The game development goes non-stop, we’re still enthusiastic and optimistic because together with our players we can see how the Project gradually takes its final shape. We hope that soon everyone who stayed away from testing the game on the PTS servers for some reason will be able to evaluate the efforts our team and players have made over the last year of development.
We’d also like to remind you that at the moment the main work on the project is done on the PTS servers. We’ll transfer the updated project to the main server only after we finish and successfully test the quest system. Now all players who want to see that the project is moving forward have an opportunity to take part in PTS testing. To take part in the test, you must have an activated copy of the game and follow the registration as described on this page:
http://steamcommunity.com/games/pgenom/announcements/detail/1448322996834571608
And, once again, we want to remind everyone considering purchasing the game that it’s still in its Alpha stage, and we don’t recommend buying it if you expect a full-fledged finished project. By purchasing the game now, you support the development and have an opportunity to see its early stages. If you want to enjoy a full game experience with the maximum number of game mechanics and no critical errors, we advise you to wait until the project enters the beta testing phase or even later.
Weekly Newsletter
Introduction Hi friends! The development continues, as we’re gradually adding more mechanics to the project and working on the new quest system implementation. In the meantime, here is another traditional weekly report on the work we’ve done over the last week.
Software Work on the quest system is almost complete, we upload more quests to the PTS servers for testing. This week we’ve completed all the main mechanics, fixed various flaws, and there are some critical bugs that we need to cope with until the system is fully implemented.
Our work on the basic mechanics for the wheeled vehicles is now complete. We’ve added the quad bike to the PTS and are testing it at the moment. There is still some work for us to do considering the bugs that our players have found.
We’ve converted the project to the updated engine version 4.18.1. The update contains a number of network fixes that are required for the further work.
This week we’ve begun implementing the basic Mech system, which will soon be added to the PTS for testing.
World Our team continues the detailed improvement of various minor zones and areas of Avalon. In order to do so, we add new objects, structures, and vegetation. We’re improving rivers and replace them with the new system we’re working on.
We’ve completed all improvements for the entrance to the dungeon.
Character This week, we worked on the female version of the “Dreadnought” armored suit, which was suspended due to more important tasks. At the moment, our team has completed the high-poly armored suit model.
We’re still creating animations for the male version of the “Imp” organic cover. In addition to working on basic movements and transitions between animations, this week we began creating the initial test effects for the cover. These effects are crucial for further finalization of the cover system and will be improved as necessary.
Conclusion It takes us more time than we’d like to duly implement the quest system but all in all the project development rate is satisfactory. We provide extensive functionality, add new quests, improve the game world, and creating new objects. And as much as you, we are looking forward to the day when we update the main game servers.
We’d also like to remind you that at the moment the main work on the project is done on the PTS servers. We’ll transfer the updated project to the main server only after we finish and successfully test the quest system. Now all players who want to see that the project is moving forward have an opportunity to take part in PTS testing. To take part in the test, you must have an activated copy of the game and follow the registration as described on this page:
http://steamcommunity.com/games/pgenom/announcements/detail/1448322996834571608
And, once again, we want to remind everyone considering purchasing the game that it’s still in its Alpha stage, and we don’t recommend buying it if you expect a full-fledged finished project. By purchasing the game now, you support the development and have an opportunity to see its early stages. If you want to enjoy a full game experience with the maximum number of game mechanics and no critical errors, we advise you to wait until the project enters the beta testing phase or even later.
Weekly Newsletter
Introduction Hello, dear friends! Our team is developing the Project Genom MMORPG and has prepared another traditional weekly report done over the last week. We’d also like to remind the readers that, the PTS servers will open for all players until we update the main game servers. Please, feel free to test everything you read about!
Software We are work further on the quest system: the very first quests have been uploaded to the PTS servers for testing and revision. At the moment, our team’s main job is to expand the basic quest system, in particular, we add new quest completion options by means of the items stored in inventory, triggers and dialogue responses.
Work on the basic mechanics for wheeled vehicles is almost complete. The quad bike still requires different improvements and testing, but the software part will be prepared to make the introduction of wheeled vehicles easy and fast.
World We’ve completed our work on the new biome. This week our team added new unique plants, laid routes for the players’ movement and also finalized the details and effects.
This biome is the last major unique biome on the starting game location. Starting this week, we’ll focus on developing the main game zones and quest areas. It doesn’t mean that there will be no unique objects in the world, but now all created objects and small biomes will fit into the created world and surroundings, and it will often depend on the quests.
This week we started a detailed improvement of some parts in the Wild areas of Avalon.
We’ve started working out the entrance to the dungeon with one of the hardest game bosses.
Character This week, we’ve finalized the movement controller for the male version of the “Imp” organic cover. As we’ve already mentioned, this cover is a high-level development option available for mutants. Using this cover, the character becomes faster, stronger, and agiler. This cover not only allows you to move much faster than a regular character but will also provide unique abilities.
We have also finalized the “Titan” manipulator. We’ve decided to modify the character progression system, and it leads to improving the Mech and the manipulators as well. In particular, due to technical features, we scrapped the previous version of how the manipulator is placed over the armor. Now they make up a single model that visually replaces an armored suit. In the future, as in the case with the rest of the high-level content, we plan to add different upgrades and customization options for the manipulators. We need to complete these improvements so that we’re able to start animating the manipulator.
Conclusion Completing our work on all major biomes of Avalon is, no doubts, the main development achievement we’ve reached this week. The game's 60-square-miles area will include mixed and coniferous forests, giant sequoias forest, plains with high cliffs and mountainous terrain, snowy area, ice lakes, deserts, lava rivers, Avalon swamps, wild alien steppe and many small unique zones. We do our best to make the in-game world diverse yet natural and well-balanced. It was decided in the early stages of development, that Avalon should be similar to Earth. This fact speeds up the development but we can’t resist adding at least some alien features and a portion of unusualness. We hope that you will like the updated world.
We’d also like to remind you that at the moment the main work on the project is done on the PTS servers. We’ll transfer the updated project to the main server only after we finish and successfully test the quest system. Now all players who want to see that the project is moving forward have an opportunity to take part in PTS testing. To take part in the test, you must have an activated copy of the game and follow the registration as described on this page:
http://steamcommunity.com/games/pgenom/announcements/detail/1448322996834571608
And, once again, we want to remind everyone considering purchasing the game that it’s still in its Alpha stage, and we don’t recommend buying it if you expect a full-fledged finished project. By purchasing the game now, you support the development and have an opportunity to see its early stages. If you want to enjoy a full game experience with the maximum number of game mechanics and no critical errors, we advise you to wait until the project enters the beta testing phase or even later.
Weekly Newsletter
Introduction Hello, friends! The game development goes on and we are approaching the most important stage of the last couple of months — adding the quests to the PTS server. This event will mark the point when the project will be added to the main game servers, and will also allow us to engage in further development, including the progression system, the crafting system, the melee and other promised game features. In the meantime, here is another traditional weekly report done over the last week.
Software The quest system is being improved tested and revised. Now we’re adding the quests to the game to implement the final system testing until we implement it to the PTS version.
We have improved and reworked the crafting interface.
Our team is working on the quad and its implementation into the game. We’ll use it to test the new transport system with improved physics and behavior.
World Our work on the new biome is nearing completion. We have added all the main objects to the location, have done extensive work on setting up materials and painting the landscape, have added the basic vegetation, the effects, and the lighting. At the moment, we’re adding a few fine details and unique vegetation to the location.
Character Our team is working on animation for the organic covers that will be used by the high-level characters with pumped-up mutant skills branch of the skill tree. These covers are an alternative to the Mech and the Manipulators. The covers are based on the possibility of rapid body transformation by means of genetic mutations and Arkanium.
Conclusion We’re maintaining steady development rates and add more unique details to the dame world, new quests and more gameplay possibilities and features. The main content and the gameplay will soon be enough to consider the project as providing good and full-fledged PvE experience. It means we’ll be implementing not only new mechanics and character progression options as well as one of the most important parts of any MMORPG — social dimension and interactions.
We’d also like to remind you that at the moment the main work on the project is done on the PTS servers. We’ll transfer the updated project to the main server only after we finish and successfully test the quest system. Now all players who want to see that the project is moving forward have an opportunity to take part in PTS testing. To take part in the test, you must have an activated copy of the game and follow the registration as described on this page:
http://steamcommunity.com/games/pgenom/announcements/detail/1448322996834571608
And, once again, we want to remind everyone considering purchasing the game that it’s still in its Alpha stage, and we don’t recommend buying it if you expect a full-fledged finished project. By purchasing the game now, you support the development and have an opportunity to see its early stages. If you want to enjoy a full game experience with the maximum number of game mechanics and no critical errors, we advise you to wait until the project enters the beta testing phase or even later.
Weekly Newsletter
Introduction Hello, dear friends! The game development goes on and we are ready to share our weekly report done over the last week.
Software Speaking of software, improving the quest system’s toolkit and testing it is still our major tasks. Currently, our team is working on the map interaction and system at the whole to make it easier for the game designers to do the further development.
Along with developing new features we’re constantly improving and debugging the already created mechanics. Updating the game and implementing all new features may lead to unexpected bugs that can be found on the PTS servers. This is inevitable, and our dear players are very helpful who watching out for any errors, bugs, or glitches in the test version of the game.
The crating interface is being upgraded with regard to the recent improvements in the system. This is a crucial step on our way to creating systems for crafting and resource collecting.
After numerous tests, it was decided that rivers need to be refined as they were inadequate and inappropriate. Current rivers were made on the basis of a standard road system and had a number of constant problems with collision and material blending in different parts of the river. Another point that led to a decision about improving the river system was a number of technical difficulties we faced when it came to improving the visual part of how characters interact with water. Our team created a separate spline system for the rivers so we created visual interactions between character and water, proper collision, and seamless material. This system also opened the possibility for the rapid creation of the navigation system and the underwater world. Large animation pack needed for this system will be the main difficulty rather than software implementation as you may think. In any case, the new rover system of rivers will be introduced soon and won’t require any changes in the landscape.
World This week we added a new large location to the game world. Here players will be able to observe the magma eruption at the surface of Avalon. Such burnt-out region of the planet is not very suitable for life, but also attractive for both natural inhabitants of Avalon and various resource hunters.
Character All Mech animations are now complete and this part of our work is over.
Conclusion Game development goes nonstop and we are working as hard as we can. Our team’s primary goal is to create a full-fledged game version which we could upload to the main server. At the same time, we constantly expand the in-game world and the player's possibilities, as well as improve all major project features: from scenario to balance.
We’d also like to remind you that at the moment the main work on the project is done on the PTS servers. We’ll transfer the updated project on the base server only after we finish and successfully test the quest system. Now all players who want to see that the project is moving forward have an opportunity to take part in PTS testing. To take part in the test, you must have an activated copy of the game and follow the registration as described on this page:
http://steamcommunity.com/games/pgenom/announcements/detail/1448322996834571608
And, once again, we want to remind everyone considering purchasing the game that it’s still in its Alpha stage, and we don’t recommend buying it if you expect a full-fledged finished project. By purchasing the game now, you support the development and have an opportunity to see its early stages. If you want to enjoy a full game experience with the maximum number of game mechanics and no critical errors, we advise you to wait until the project enters the beta testing phase or even later.
Weekly Newsletter
Introduction Greetings, friends! This week was marked by one significant event: the first small quest appeared on the test servers. It means that we came even closer to presenting a full-fledged updated quest system. Our team continues its work, and everything goes well as we publish another traditional report on the work done over the last week.
Software The quest system is being continuously tested and improved. We’re now finishing our work on the interaction between the quest system and the dialogue system as well as the map. The first quest appeared on the test level, and we’re using it to conduct important system tests.
We’ve finished working on ‘stunned’ and ‘knocked down’ stages for enemies and will try to add these mechanics to the PTS in the nearest.
Trog mobs were added to the PTS server’s test location, everyone can test their basic combat mechanics.
One of the most important PTS updates affected item balance for several game items. We are constantly improving the in-game balance with the help of your feedback and the PTS testing results we are very grateful for.
Our team began working on the implementation of the weather conditions dynamic change system. In the future, we would like the weather not to simply revive the game world but also to affect the gameplay. For example, it will be more difficult to move around in a snowstorm, limited visibility will make it harder to see the approaching enemy in time, and there will be a chance for the unprepared travelers to receive the Hypothermia debuff.
World The small biome with sulfur lakes is now complete. We improved the logic and the details of this area and now we’re ready for writing new quests.
We are engaged in improving various parts of the game world, which is similar to the recent work we’ve done for the desert area. This week, we’ve majorly improved and added details to the river beds.
Character We are still working on Mech animations. Over this week, we created jumps, landings, weapons system, recharging, independent weapon equipment, several skills, character's exiting from the Mech, as well as added some effects.
The Mech, like all other high-level equipment (organic covers and manipulators), will be a separate branch of the skill-tree. In this regard, the in-Mech gameplay will have its own features. In addition to the unlocking unique Mech abilities, the players will be able to change the robot's equipment. Add more armor or additional missiles, strengthen the leg engines making it easier to jump and evade attacks, or put an anti-missile system on your shoulder — all this depends on how you play. We also plan to make the Mech combat system free, attacking with left and right Mech hand with different buttons: click RMB to activate the right weapon, LMB to activate the left one, aim via middle-click, or change these controls to whichever you like. We won’t limit Mech weaponry with only three types of small arms. In our plans, we’ll expand the range of weapons adding various protective field generators, rocket launchers, flamethrowers, silent rifles and so on. For example, you can equip an energy shield and a shotgun, and this combination will let you effectively disintegrate your opponents at short and medium distances. If you prefer hard long-range battle, then we recommend using two long-range rifles with sniper sights after you purge the surrounding area with missiles.
Storyline Our team has completed, modified, proofread and prepared all the main quests to be transferred and integrated into the game. This week we started writing new side quests and events that will occur in the game world.
Conclusion Having a full-fledged quest system ready to be implemented in the game, allows us to move to a new stage of game development. Our team will be able to work on new mechanics, as well as finally improve all the quest points in the game world until they are ready for the release, and also add NPCs, opponents, and new missions. We’ll be able to improve the item balance and the combat system even further, testing them on complete locations with the configured opponents and the finalized character progression system. This stage will be the last on our way to the long-awaited update of the main servers on Steam, and we look forward to its completion.
We’d also like to remind you that at the moment the main work on the project is done on the PTS servers. We’ll transfer the updated project on the base server only after we finish and successfully test the quest system. Now all players who want to see that the project is moving forward have an opportunity to take part in PTS testing. To take part in the test, you must have an activated copy of the game and follow the registration as described on this page:
And, once again, we want to remind everyone considering purchasing the game that it’s still in its Alpha stage, and we don’t recommend buying it if you expect a full-fledged finished project. By purchasing the game now, you support the development and have an opportunity to see its early stages. If you want to enjoy a full game experience with the maximum number of game mechanics and no critical errors, we advise you to wait until the project enters the beta testing phase or even later.
Weekly Newsletter
Introduction Greetings, friends! We are getting closer to implementing the quest system and are already testing our progress in this area we’ve made so far. According to our calculations, very soon our PTS testers will be able to get to know the new system and help us with fixing all possible flaws. In the meantime, we publish another traditional report on the work done over the last a week.
Software We are very actively engaged in internal testing of the quest system. Our main priority is to find and fix the most critical bugs.
At the moment, many of you may have noticed that some of the mobs on the PTS servers aren’t functioning normally. This is related to the ongoing work we are doing to add ‘stunned’ and ‘knocked down’ stages for opponents. In future, these stages will become indispensable attributes of any battle.
This week, we started setting up data assets for opponents. These files contain all the key information for each opponent, serve as the main in-game balance tool and are necessary for quick adding opponents into the game within the quest system framework.
World Wild areas of Avalon are expanding south where they smoothly turn into a new biome. In this area, players will find the usual wet semi-tropical swamps but also very unusual multi-layer structures, exploring which won’t be easy.
The game also acquired new unique biome with sulfur lakes and small geysers. Here players will be able to find rare resources and start unique quests.
Character We are still working on the Mech animations. Our main task over this week was to animate its skills.
Conclusion Our team is working non-stop, actively creating and improving the most important mechanics. Our other primary task at the moment is to make the game world and environments as diverse as possible. We also constantly test the project and believe would like to thank everyone who helps us with this on PTS servers.
We’d also like to remind you that at the moment the main work on the project is done on the PTS servers. We’ll transfer the updated project on the base server only after we finish and successfully test the quest system. Now all players who want to see that the project is moving forward have an opportunity to take part in PTS testing. To take part in the test, you must have an activated copy of the game and follow the registration as described on this page:
http://steamcommunity.com/games/pgenom/announcements/detail/1448322996834571608
And, once again, we want to remind everyone considering purchasing the game that it’s still in its Alpha stage, and we don’t recommend buying it if you expect a full-fledged finished project. By purchasing the game now, you support the development and have an opportunity to see its early stages. If you want to enjoy a full game experience with the maximum number of game mechanics and no critical errors, we advise you to wait until the project enters the beta testing phase or even later.
Weekly Newsletter
Introduction Greetings, friends! The work on the Project Genom continues without any inhibiting causes. With your help, we test PTS servers and prepare the game update for Steam. And, while you patiently waiting, let’s not break the tradition and let us share our weekly report on what we’ve done so far with you.
Software Our most important and hefty tasks of the past few weeks — developing the quest system — is coming to its completion. The quest system involves many aspects of the game, so finishing this task allow us to begin the work on the final game content.
The work on the dialogue system of the game is finished.
This week we worked on fixing some bugging mobs. In particular, the Trog mobs AI demanded some serious debugging, as the new animations had been added to the game.
World The Ghunars Ancient Complex is almost complete. Some of the decor elements will be added later.
This week we worked on the expansion and elaboration of the Wild Avalon area. Its environment now has some new hollows, passages and a wide swamp.
The work on a deserted area is complete. We’ll continue its further developing on the stage of implementing quests to the game.
Opponents We continue improving the Mech animations. Being a high-level content in the game, it requires the maximum quality equal to player character. Thus, we create the complex animation system.
Conclusion The game world develops, and we are craving for the implementation of quests into the game. We’ve re-written quests from the point of logic and interest, improved the dialogues, and made them more non-linear. We payed much attention on your feedback and tried to improve the whole storyline aspect of the Project. Aside from that, the brand new upgraded world should bring you more fun and variability, which will bring the quality of the Project two times higher than the previous version. We really hope that the new version of the game worth the huge amount of time and effort we put in!
We would also like to remind you that, at the moment, the main work on the project is done on the PTS servers. We’ll transfer the updated project on the base server only after we finish and successfully test the quest system. Now all players who want to see that the project is moving forward have an opportunity to take part in PTS testing. To take part in the test, you must have an activated copy of the game and follow the registration as described on this page:
http://steamcommunity.com/games/pgenom/announcements/detail/1448322996834571608
And, once again, we want to remind everyone considering purchasing the game that it’s still in its Alpha stage, and we don’t recommend buying it if you expect a full-fledged finished project. By purchasing the game now, you support the development and have an opportunity to see its early stages. If you want to enjoy a full game experience with the maximum number of game mechanics and no critical errors, we advise you to wait until the project enters the beta testing phase or even later.
Weekly Newsletter
Introduction Hello, dear friends! The game development goes on and we hope that our team soon we will be able to start implementing the quest system. Now, however, are ready to share our weekly report done over the last week.
Software There was a lot of work on testing and fixing various bugs and glitches which are caused by the new mechanics, systems, mobs, and objects. In particular, we fixed a bug with the turret being static and freezing Digger mobs.
We’ve also fixed the most critical bugs with the radar. They included the incorrect display of different tags and the radar itself.
This week, we were able to work on the quest system as hard as possible. For the last couple of days, our main objective was refining and improving the dialogue and award system.
World Our team is adding lots of details to the world of Avalon. We made various small additions, and in addition, started working on a large area containing the ancient Gunar temple complex.
We’ve almost finished precise improvement of small visual details around the Desert area.
Character This week we’ve begun working on the Mech animations.
Conclusion Another week of development is over, and we are happy to see our project grow, though not as fast as we’d like. At the moment, our priority task is to prepare the game for the quest system implementation. In addition, we are busy preparing all the basic character mechanics and features from character progression system to Mech control.
We’d also like to remind you that at the moment the main work on the project is done on the PTS servers. We’ll transfer the updated project on the base server only after we finish and successfully test the quest system. Now all players who want to see that the project is moving forward have an opportunity to take part in PTS testing. To take part in the test, you must have an activated copy of the game and follow the registration as described on this page:
http://steamcommunity.com/games/pgenom/announcements/detail/1448322996834571608
And, once again, we want to remind everyone considering purchasing the game that it’s still in its Alpha stage, and we don’t recommend buying it if you expect a full-fledged finished project. By purchasing the game now, you support the development and have an opportunity to see its early stages. If you want to enjoy a full game experience with the maximum number of game mechanics and no critical errors, we advise you to wait until the project enters the beta testing phase or even later.