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Monthly Treeverse Update #23
The twenty-third 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!
What a great month! Things are getting even more exciting now. As mentioned a few times, for any game, the core of it is super important. But you may not see insane progress on the outside during this stage, as the final add-ons like complete art, with sounds, vfx, music; so on comes at the end, and really makes it look great. Luckily, 2024 we imagine to be even better in those aspects as we start to move to mass production.
Also, if you are not following along with Capsule Heroes, we encourage you to do so.
As for the care package… apologies for the final delays but we are just waiting on setting up the payments. Rest assured, we will announce 24hrs before on this substack, official twitter and discord announcements before the drop goes live.
Summary on details again:
Limited to 300pcs, 285 will be sold for $285. And we will have a separate sale for 200 plushie packs at $75.
Now, without further ado, let’s move onto what the team has been working on for the last month.
Art Update
By Scott
For this month, the art team is pushing content on all aspects of the game, from the environment, dungeons, monsters, player character and gears.
Below you can see some of the work so far. First, with the environment, Lorwick is approaching the final stages of production. The team focused on the finishing touches and worked on the requests from game designers. These assets may have specific use for gameplay, such as the signs to showcase different types of shops.
For monsters, we are designing a boss type creature deriving it from an environment we have shared before. The team felt this ancient ruin environment had more potential than being a simple environment, and wanted to utilize it further. After some brainstorming, the team decided that the stone wall face in the middle of the environment will also act as ahead of a snake-like creature. This creature could be a boss or mini boss type, with the circular environment acting nicely as an arena for players to fight in. Below you can see some of the variations our concept artist explored.
Lastly, our 3d artist is creating sets of player gears with the direction previously discussed. You can see a gear set based on the wolf creature, as well as a concept from the centaur monster that will be in production soon.
*the above is a cinematic view with character rotation broken, not final version
Engineering And Design
by Aizea
Gameplay Features
Blacksmith
Ability Infusion & Upgrading
Crafting new items and weapons
Upgrading tools for gathering
Blueprint System
Dictate what things are available for crafting and infusion
Unlocked through gameplay
Dungeon Portal Selection
Single entrance provides access to multiple dungeons
Different dungeons provide different rewards
Quest System
Recreated quest system from scratch. Now it is much more extensible and maintainable and adheres better to ECS principles.
Codex system (in-progress)
Shows list of things the players can discover based on their level
Energy System
Abilities have energy requirements and energy has recovery rate based on stats and equipment
Equipment Changing
We hadn’t implemented the mechanism for changing the meshes on client side when you wore new equipment.
Technical Features
Networking Changes
Custom Ghost Networking Implementation finished
Implementation of RPCs
Switching Nanosockets to Unity Transport
Packet fragmentation support
Added player name support
Hybrid objects support
For destructable objects and gatherable objects
Technical Debt & Bug Fixing
Code Organisation
Removed huge assemblies.
Assembly definition and dependencies reorganised.
Code is organised based on feature set. This is way more suitable for a large project like ours.
Input & Ability indicator refactoring
We’ve started improving our client side code a great deal, using better patterns for handling UI and UI logic.
Interactions
Last month we created the basic framework, this month we started using it for various interactions implementations.
Bag Refactoring
Remove duplication of various logic on how equipment is changed and loaded
Improve mechanism used to change weapons and update abilities
Network Related
Fix various networking related issues
Animation Fixes
Early return was causing all animations to stop playing
Building the game
We managed to get a client/server build after all the various refactoring
Upgrading Packages
Upgraded project to latest unity version and unity editor
Target Detection
Use spatial map instead of physics to determine valid targets for monsters
Interpolation Fix
Using a very simple interpolation mechanism. Networking changes had broken it previously.
Going Forward
As mentioned in the introduction, next year will be very exciting and the outside world will begin to see a lot of progress. We know that many of you may be waiting for exact deadlines, however, we believe it’s better to mention that closer to a date that makes sense rather than putting unnecessary pressure on the team. As you know, game delays are the most common thing.
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.