Monthly Treeverse Update #27
The twenty-seventh 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!
Hi all,
We released our Dev build last month and the feedback has been very positive. Let’s start by having a look at some of the videos shared so far by our wonderful community.
Art
We’re exploring new zones and dungeons in the game. We made an early decision for the game to be really expandable, through expansion of the world and lore by piece-wise additions. It’s really exciting to think about all the possibilities. Have a look at some of the concepts we are exploring at the moment.
Engineering
After releasing the Dev build, we started fixing some bugs that were caught by testers. We came across a bug that was quite difficult to catch. Unity doesn’t provide first class support for linux based servers so we had to switch to windows servers. Since then we’ve managed to solve a major issue causing a server crash and are working with the testers to identify more issues. At the same time we are carefully allowing more people to start playing the game.
As mentioned in the previous update, the engineering team are working on some major refactors and code base adjustments to help us prepare for expansion of content and features in the future. We’ve decided to tackle some major technical debt earlier rather than later. The process has been going quite well so far and we hope to have it mostly completed and migrated by the end of March.
We are also using this time to integrate tests into our engineering code base. When systems are undergoing rapid changes, tests can cause us to move too slowly, however since some parts of the code base have already become well established, we are able to confidently write tests for these. Tests also have the great added benefit of easily allowing new developers to join and understand various parts of the project. The way ECS is structured, tests are really easy and convenient to write.
List of things we’ve worked on
Completed some of the core functionality of the Item rework, and moving items between inventories in a more robust way
Added basics of looting using new Items
Started working on UI integration of new Items
Set up testing framework for the new items,
Created a main hub that controls and manages player connections to specific servers
Implemented a more robust localisation system in the game
Implemented a better dialogue and conversation system
Fixed interpolation issue on client side
Fixed some import issues of assets
Adjust internal scene selection tool
Cleanup various, deprecated data structures in the code base
Improve world loading, to make sure world is loaded before player can spawn
Update map indicator to differentiate between self and other players
Create core functionality for the Items system.
Finish a majority of the looting system.
Update networking system to support dynamic sized arrays
Going Forward
Whilst designers are adding new content, the engineers will strive to finish handling as much of the tech debt and work on tooling as possible. We also plan to simultaneously work on some features whilst existing technical debt is handled.
I am particularly looking forward to the combat and AI improvements in the game. With the item changes, I’m also confident we can improve the looting experience as well as all the various upgrading and itemisation in the game.
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.
great
hi my dear
good project