Monthly Treeverse Update #45
The forty-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!
This month we finalised all Season 1 rewards including successful appeals. We are excited to get closer to Season 2 and are taking into account community feedback to share more of the monthly updates on socials.
The team has been consistently creating these for nearing 4 years now! From ups and downs, big announcements; changes, we want to share this to more of you as the world of Treeverse continues to expand.
The summary of this monthly update is very simple: we are making a lot of progress on Season 2. Have a full read and try work out some of the story through the art!
Art Update
Engineering And Design
Design
Design team has been working on implementing various in-game functionality based off of the engineers work so far and wrapping up a few final systems intended for Beta. There are still a couple of things left and of course the revisions that will inevitably be required once we have implemented existing design requests.
We’ve managed to get a few of the early quests fully implemented in the game with a couple of things that would still take it to the next level still remaining.
Our objective this month was to get the first 15 levels of the game with the new game loop. We are almost there and should be able to have this within the next two weeks, hopefully we can share some gameplay with you all once we test it internally.
The full map of the world has also been revised in anticipation of our official game release. It includes all the tribes which would make the world whole, and should be within the scope we can meet as a team. This includes the players discovery of the world tree and the Harda (water tribe)
Engineering
The team continued working on essential systems. Combat, AI, Inventory and Quests are the 4 main things. Alongside this we had to make various adjustments to our internal code to handle tech debt that was mostly in our UI system.
We wanted to change our Inventory system to a weight-based system instead of slot based system as that would simplify many things on the engineering side and handle a key design issue we would face once storage was implemented. This was much more challenging and larger in scope that initial estimates but thankfully a large part of the backend systems are completed. After that was finished, we also managed to implement the backend for our storage system (think bank in RuneScape). We are still waiting on the various UI changes required to support these changes.
Quests have been improved a lot in terms of UX and overall smoothness. Many of the systems required to implement simple quests are completed. There remain a few things which are still essential but we’re almost there.
The combat system changes have been mostly implemented. I would say like 85% finished. It's functional and the weapons all feel very distinct. They have different rhythms and controls are different so really does feel like you’re equipping something entirely different. We still have a couple of bugs and issues to fix, but I would expect most things to be finalised this upcoming month.
Our wardrobe system had several improvements made to it in terms of usability. Various miscellaneous things were also worked on such as HUD changes, minimal bug fixes, vsfx and sfx implementations and more.
Going Forward
We are excited to get the first 15 levels of the game up and running. This means that the upcoming months are basically just heavily design oriented, implementing existing work, fixing bugs and more.
We still have all the various changes that will be required post testing. Then we also have some key systems that remain to be built such as the friends system, cross-server invitations, server infrastructure improvements, player profile system and the many different conversions of Nova UI into Unity UGUI. This is going to take a while.
Getting a working build will take a bit more time, but we hope to allow early access of the game once it’s ready. More details will be shared when are ready to do so.
We are not too far off from a drastically improved version of Treeverse, and we hope beta/season 2 gives a good taste idea of the vision we have for the game.
There still remains much to polish and improve but we are still building step by step. As always, a huge thank you to the community for following along and reading the monthly update.
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.