April Progress Report

This is not the most exciting update I’ve ever published, but work continues nevertheless! This month, I’ve focused on revamping the game’s internal tools. Specifically, the total rework of the level editor is almost complete, which will allow (much) easier content creation for the game. It’s an important thing to work on, but I’m aware it isn’t anything that most people have a reason to care about, given that the game isn’t even being shown publically yet.

While this has been a solo project so far, I feel it’s time to invite others onboard in hopes of making this game the best it can possibly be. Outside of the level editor revamp, I’ve been commissioning others to work on different aspects of both the game and Nikkums’ House branding. Already in place is a new website background (courtesy @xeneofgenesis, thank you!) and a new company logo is on the way as well. For in-game stuff, artists are working on 3D environments and 2D icon sets, and music and sfx work is being done, too. Given that this is still a hobby project, these folks are being paid out of my pocket for now.

I’m starting to get hopeful that this project will make it to release, and those close to me who have seen the project agree. There is palpable excitement around this as-of-yet unnamed game, and I seriously cannot wait to show it to you!

P.S.: If you’re curious about what the heck is going on here, join the Discord! I’ve posted an incredibly early alpha screenshot to the server, so you can get a better idea of what’s actually being worked on. Keep in mind that the screenshot does not and will not represent the final game, but it might give you a better idea than all the vague-posting I’m doing about it out here. 😂

December → March Update Rollup

I passed my exam in December, which means I’ve been able to spend time on the project again! I’ve made a tonnnn of updates to the project since my last post. Check it out:

  • Built a brand new main menu.
  • Built the foundation for the inventory and equip systems.
  • Overhauled play mode, correcting 99% of the pathing issues I was facing.
  • Remade all the play mode UI elements to look a lot nicer.
  • Added proper camera control to play mode so now the camera follows the players around and reacts to events and such.
  • Added a dynamic minimap that knows how to center itself regardless of map size.
  • Reworked how the game handles input so that controllers work not only with menu navigation but also with actual gameplay. (Proper controller support is in!)
  • Reworked collision detection to bypass the removal of trigger collision handling from PhysX.
  • Reworked the player’s trail renderer so that it always draws a line from the player’s starting position to ending position for each turn.
  • …and fixed countless other silly errors or mistakes.

In the near future, I’ll be migrating this site to a faster web server, and possibly giving it a V3 overhaul so it will look more modern, flexible, and professional. We’ll see! Along with that upgrade will probably come more “site” to sit alongside this blog. I have some other, smaller projects going on that are completely separate from this, but that I’m excited to share as well.