Progress from inside the project.
What changed, what the captures show, and what still needs work.
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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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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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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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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.
Read updateTracing 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.
Read updateBringing 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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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.
Read updateMaking the world solid underfoot
The landscape is only part of the work. I’m checking how characters meet the ground and move through it.
Read updateGetting a repeatable build ready
Recent checks passed for the game build and saved progress. Hands-on playtesting comes next.
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Keeping Vana’diel’s familiar look
I’m comparing terrain and foliage while keeping the places you remember recognizable.
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