Monthly Treeverse Update #36
The thirty-sixth edition of monthly Treeverse updates. Read more for game development insights.
An update on Treeverse. A look at our development and art team progress. We will be posting monthly for you to follow along the development of Treeverse, so make sure you subscribe!
The next upcoming build will be available for all holders (before the official alpha). By connecting your Metamask wallet to an Immutable Passport, you will be able to log in to Treeverse when we launch. We will share exact step by step tutorials on how to do this closer to launch.
With the announcement of Capsule Heroes, art production has sped up a lot, as you will see in this update it is the most we’ve had in a singular article. Important to note: this does not include all of the art done within the month!
Art Update
Engineering And Design
This past month we’ve continued working on stress testing our servers. We had some networking related issues due to packet overloading, which we resolved. After fixing those, we realized some bottlenecks in our other services, which we have been working to replace this month. Most of the functionality has been restored, and we’re now actively testing it. This was the big ticket item for the month.
We also noticed some obvious issues with our AI and combat after adding our telegraphing feature the previous month. So we are also actively working on improving these. It won’t be in its final form, but we’re working on getting it to a releasable form and state. As a part of this we swapped out our main character controller and are still investigating ideal configurations for our alpha release.
Our QA team has also been constantly looking out for bugs, and going through various parts of the game. We’ve been fixing those too.
Our migration to Unity 6 also resulted in a few issues in our lighting, so we’ve been working on those too.
New features
Switch authentication services and main hub service to use dot net application instead of the existing unity DOTs severs
Migrate additional shader code to unity 6
Character and Gear shader switching code
Improvements & Fixes
Improved AI behaviour, navigation and ability selection
Fixed various issues with AI navigation
Improved collision rules between monsters and players
Fix issues with various UI panels, not showing up in edge cases
Fix code related to ability cancellation
Test out phased abilities
Fix issue with regeneration being tied to tick rate
Fix character preview placement issue
Going Forward
We still have remaining work before we can launch alpha. A couple of tasks and bugs have been quite challenging to solve, but we’re getting much closer now. The final few things as mentioned last month are the NFT integrations. Most of the ground-work for this has been laid out already, but has been a lower priority task for us than the scaling issues.
Once those have been solved and tested internally, we will do a softer launch to our holders, followed by our larger release to the public.
Disclaimer: Please note that anything written in this document should not be taken as financial advice. Endless Clouds is dedicated to producing a fun, enjoyable game that integrates NFTs. NFTs are a new and highly experimental technology and should not be bought for investment purposes.