Development journal

Progress from inside the project.

What changed, what the captures show, and what still needs work.

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Two rows of plaster-and-timber buildings with dark tiled roofs, framed windows and covered frontage face a broad paved avenue beneath a blue sky. The surrounding prototype pads remain mostly empty.
Development update + world progress

San d’Oria’s streets take shape

I have expanded the editable city prototype to ten building assemblies with 80 framed window openings and repaired a sharp grass-to-rock cutoff in a Ronfaure terrain sample. Here is what the checks show, what the new capture demonstrates and what still needs a packaged and personal playtest.

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Weathered stone blocks and worn paving around San d’Oria’s original wooden gate and heraldic plaques.
PlayTest Dev Blog + forward plan

PlayTest: repairing the world and upgrading every texture

The recorded collision case and a small missing floor surface have tested repairs. My first editable gate-to-Ronfaure sample now uses aged stone and worn ground, with an isolated packaged retest. The full San d’Oria and Ronfaure texture upgrade remains ahead.

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An Elvaan character stands on a stone path facing San d'Oria's fortified gate, with two named NPCs, red banners and the current game interface.
Development update + patch notes

More dependable movement, closer to a playable world

I have tightened movement, checked another packaged local session and traced two Ronfaure obstructions back to the collision geometry. Here is what has passed, what remains under investigation and what I still need to playtest.

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The FINAL FANTASY XI title artwork and five lobby buttons over an Unreal view of San d’Oria
Development update + patch notes

A familiar beginning, a larger world

The retail-style opening and character selection are taking shape, recognizable monsters are in the test roster, and the world library is growing. Here is the consolidated October checkpoint, its patch notes and the work still ahead.

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World

Tracing a gap in Ronfaure’s river

A small missing piece of original geometry explains two failed contact checks. A staged repair is helping me separate appearance from gameplay.

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Interface

Bringing the familiar interface into focus

Retail-style menus, live text and status-icon help are coming together. The next pass is about fit, readability and feel.

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An Elvaan test character standing outside a stone gateway in San d’Oria, with the solo status display visible
Gameplay

From character entry to a testable build

The latest internal package passed its save, reload and spell checks. The next milestone is a dependable session played from start to finish.

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World

Making the world solid underfoot

The landscape is only part of the work. I’m checking how characters meet the ground and move through it.

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Development

Getting a repeatable build ready

Recent checks passed for the game build and saved progress. Hands-on playtesting comes next.

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Grass, flowers and a rocky streambed in the La Theine landscape study
Visuals

Keeping Vana’diel’s familiar look

I’m comparing terrain and foliage while keeping the places you remember recognizable.

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