This week I’m looking for some suggestions from you guys. See the Call To Arms section below! But first, here’s a devlog update:
Sam is working on quality settings for the game, you’ll be able to to choose between LOW, MEDIUM, and HIGH gfx settings. LOW will be super bare-bones and will only render the essential parts of the game, at a lower quality, with no effects. HIGH will render everything, all effects, maximum particles and shaders, more things in the world, higher precision physics, and so on. MEDIUM is a compromise where we’ll aim to make the game look as good as possible but disable some of the higher-end effects. We’ll tune these defaults as we go, but at the least I wanted to have a stripped back minimal version of the game that’ll run well on lower-end hardware.
World-wise I’m working on a few different pieces, for instance, I’ve finalised most of the volcano area tiles and am delving down into the pieces that make up the cathedral which sits below the surface. Here’s some of the ‘warp’ material which decorates the surface:
In addition we’re adding more stuff as usual. We’ll be adding procedural generated signs to buildings, crystals that can be mined for the crystal resource (these are interesting because they aren’t block-type resources, rather they are object-type resources), different bridges to add some flavour to the world, and plenty more.
Call To Arms
And finally, a call to arms! What are some suggestions for procedurally-generated tavern/town/building names? Things like “The Prancing Leech”, “Iron Wyrm”, “The Happy Snail”, etc. The stranger and stupider the better. If you come up with some suggestions I’ll implement a basic system in Python and then we can see what it comes up with. Then I’ll move it over into the engine and we’ll have some fun things to read on our adventure. I’m also interested in standalone signs which you may say things like “Danger Ahead”, “Pies Below!”, and so on.