Dungeons of Aledorn
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 Post subject: September 2015
PostPosted: 2015-10-22 21:22 
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Joined: 2015-09-01 09:36
Posts: 27
Location: Prague
This september was a witness to our development interface´s creation and optimization efforts. We can now edit several multiple parameters of every existing model or easily or add any new ones with unbelievable ease. The same goes for dialogues, NPCs and creation of events. Their importance is reflected during quest progression as they (mainly without being immediately obvious to the player) influence the course of various events throughout the game-world. The quest creation interface is still in it´s diapers and working with a diapers on isn´t exactly famous for its effectiveness, so this is what we´re going to upgrade as next :)

We´ve put up together all the pieces of the Manto village and managed to give our programmers a final version of its looks for the alpha purposes. That said, our programmers sighed with relief as they finally got a chance to test the mechanics, that were until now mostly tested only on separate small samples or in a fictional interface and luckily everything seems compatible and runs smoothly as originally intended. In a few next days we´ll also get to test it all on a new small forest area nearby the village, which will serve as a kind of a "dungeon" for our current purposes of the alpha.

You can expect similar updates on a more or less monthly basis. And of course we´ll gladly answer all your question concerning or current working schedule ;)

Game Designer

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