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Monthly Treeverse Update #10
The tenth edition of monthly Treeverse updates. Read below for some game development insights on what we’ve worked on in the last month.
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!
It’s been another great month of development for us, and especially exciting as we have Pre-Alpha coming up.
Here is the 90-second video explanation we did last month for Treeverse. A reminder to send this to anyone who is curious about what we are building.
We’ve also got our OnCyber plot ready, expect it to release within the next month!
Concept Art Update
Some words from Scott, our Art Director:
“For the art team, the month of September is about putting things together and iteration. Now that we have many of the assets produced, putting them together in an orderly fashion while making sure that they can be expanded into an MMO scale is the current challenge. We want to make sure that our assets are set up in a way that if we want to reuse, rebuild, and adjust them, the process would be as painless as possible. Technical details aside, you can see some of the monster assets near release level completion, such as the skeleton sword master and the slime king (Temporary Name).
Our concept team is continuing to work on a new design to stay ahead of the production team and ensure a smooth production chain in the future. For this month, we have continued to work on our ancient culture design, as well as some level design.”
Engineering Update
The engineering team continued implementation of features needed for the pre alpha:
Integrated sound system into the game
Implement effects in abilities to handle bleed, poison, burn effects as well as some simple crowd control like knockback, knockup and stuns
Create internal tool to make it easier for VFX artists to add vfxs to abilities
Business logic for the bag system
Start business logic for the dungeon system
Simple character creation system ~ 80% complete
Implement the customer service system in the application
Introduce gimmicks system for traps integrated with events
Server side team finished the automation pipeline for 100% auto deployment of our micro services
Implementation of the back office system
Server side has achieved ~80% code coverage
Reimplement the energy system, cooldowns in abilities
Adjust and fix damage calculation
Implement logging throughout the application
Make improvements to the ability tool used to produce new abilities
Implement consumables (healing potions)
Implement weapon switching
Implement and fix combat HUD issues
Fix issues with the Login system
Internal scripts to parse excel data
Going Forward,
Designers will iterate on combat, and fine tune all the abilities we have
Introduce 8 more monsters to battle against
Finish implementation of the Character Creation System, Bag System, Dungeon System, Main Menu System, Recasting System, and start working on the knowledge tree system
Game Design
Some words from our Lead Game Designer, Max:
“To offer a unique gaming experience that only Treeverse can provide, we’ve decided to implement dynamic events in our world. Players can affect the world in different ways, just like planting little seeds in Treeverse. As time progresses, these effects will eventually grow into something that can change the world inside Treeverse and directly affect all players’ gaming experience and our world lore. So everyone can be a part of our game.
Combat team has invested a lot of time and effort on the design and iterations of character abilities and monster abilities. Now combat feels bright and brisk, and there’s also a strategic element, because we also implemented elemental types, such as fire, water into our combat design.
We strengthened the connections between dungeons and monsters, so it’s more challenging and fun, and players will need to come up with plans to conquer these dungeons.
We also started designing a lore system, which we’ll use to create and implement stories and events. We’ll keep optimizing this system, and our goal is to construct a system that can help us create dynamic events and present fascinating stories to players.”
Open Positions
We are actively looking for people in the positions listed below:
Unity Developer
UI/UX Designer
If you are interested in any of the roles, have the right experience and excel at what you do, contact vacancies@endlessclouds.xyz. For more information on the artist roles, check out some of these roles on our Artstation page.
Going Forward
As we enter Q4 2022, Pre-Alpha is coming up. We’ve been working towards this and when we are ready to share exact dates, you will receive an email here so make sure you signup!
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.