Monthly Treeverse Update #35
The thirty-fifth 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!
As mentioned in the last monthly update, we ditched the idea of giving an exact date for this alpha but that doesn’t mean we’ve stopped or slowed down development. We know exactly what needs to be done, and are tackling the tickets one by one.
We understand there may be some frustration regarding the initial delays from the timeline we mentioned, but this is part of the journey. In August we did launch the early build to hundreds of people as you may have seen on our social media, so you know it’s here, but we are polishing it more and adding a few more features to give gamers the best experience we can at this moment. The team appreciates your patience.
Art Update
Engineering And Design
Stress Testing
This month has mostly been working on stress testing and optimisations so we can handle larger number of users. Our initial tests with a large number of bots didn’t include also spawning each of them into isolated dungeons where each dungeon spawns a large number of monsters.
This quickly showed us issues in more realistic play environments and we started working on optimisations that can help combat these issues. This also highlighted some issues when large number of dungeons spawned and started overlapping with the main world, which are still being worked on.
We also had some issues with saving large amounts of data in bulk. We’re continuing to work on and test this to make saving more robust.
We’re also made some key improvements in our games server architecture. It still requires further testing but should allow for slightly smoother playing experience with our game servers.
New Features
Whitelisting Feature: We’re working on our whitelisting feature using Immutable, so in our next play test, our holders can gain access simply by holding one of our NFTs and linking those wallets to their immutable accounts.
Telegraphing: We were missing a key telegraphing feature that made combat a bit more easy to follow and track. This has been added now, and should show damage areas when certain monsters perform attacks.
Analytics & Leaderboard: We’ve started tracking some more analytics on the server side, such as play time. And have worked on setting up a leader board that can show the top players in game. We will likely use this to show some of the more key metrics.
Improvements
Ability Cancellation: Based on feedback, we also introduced ability cancellation to make the dodge feel slightly better.
Name Selection: We’ve made some improvements on name selection, should be able to create names containing both upper and lowercase now. We’ve also added some basic profanity filtering for names.
Internal Tooling: We’re also working on improving internal tooling, to make adjusting things easier, as well as allowing us to create worlds dynamically in runtime.
Bug Fixing
Networking: When players reached a certain amount of experience, it broke our quantization values for networking, so this has been fixed. With large player counts, we’ve also noticed a big CPU cost in networking and have started work on optimising this.
Login: Recently in our live builds, we had some issues with the login flow which forced us to take it down. We didn’t have the best observability setup, so have refactored login flow to help us catch some of those login issues better. We also took this opportunity to refactor the code related to our pop-ups, and will continue to observe this.
Preview Fixes: After login changes, we had some bugs with character previews. This has been solved now.
Sound Issues: Have fixed various sound issues we’ve found
Ability Fixes: Fixed various issues with different abilities.
Going Forward
We will continue working on the stress testing until we’re things are robust. We are working to allow holders access to the game as soon as we can again, and make a new build so you can play, whilst we fix the more “behind the scenes” issues.
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.