Developer Blog #6
Welcome to the sixth edition of our monthly developer blog! First, we’d like to thank all the players who participated in our second closed playtest. Your feedback has been pivotal in helping us refine our MMO-lite as we prepare for the next playtest. This month, a major priority has been addressing your feedback and suggestions, implementing features that will allow us to accommodate more players, and designing new Venari and locations.
Here’s a quick run-through of what we have been working on:
Narrative
Art
Design
Engineering
Let’s begin with an update from the narrative team on how they’re designing in-game NPCs to guide players through our upcoming quest system.
By Mr. Stidz
The narrative team has been focused on designing tutorials and quests to shape users’ first-time experience by providing players with clear direction in the game. Initially, these quests will be simple and guide players through the first few minutes of gameplay. As players progress, they will encounter more complex quests that build on their skills, ensuring a smooth and engaging introduction to our game.
To complement these tutorials and quests, the narrative team has also been setting up a pipeline for creating several new NPCs. These characters will play a crucial role in providing meaningful interactions for players and creating a more immersive environment that keeps players engaged in their journey.
Farmer NPC concept art.
Now, let’s have a look at some of the new locations and Venari being designed by the art team.
By Ven
Since the art team has been focused on player character optimization, we have been simplifying the polygons and textures by reducing the level of detail (LOD) of the 3D models, thereby improving performance. Alongside this, we are working on adding more customizability for player characters through cosmetics such as new hair types and more!
With Seekers being introduced to multiple new locations, including our first two Chain Worlds, the art team has been working on more additions like Tectarian Groves and Ruins of the Lustre.
Tectarian Groves environmental assets.
Along with new locations in the works, we also want to give players a quick sneak peek of a new Venari coming soon.
Unknown Venari.
By Ardoyn
First off, I want to thank everyone who participated in our recent closed playtest and gave invaluable feedback. Addressing the concerns at the top of the feedback list, we've gone through and updated several UI systems and tooltips to provide better clarity for players as well as tackling a mini combat update to redefine major Venari stats and status effects. Next, with this stat rework, we'll be using these new stats to diversify defensive and supportive abilities and offer players new ways to set up their teams for success.
Additionally, we’ll be introducing new progression paths for players related to their Seeker avatar. This means there will be several ways for players to advance their Seeker, whether through leveling up Venari, completing quests, or gathering. Ultimately, presenting players with more opportunities to progress as they explore the world.
Finally, in preparation for the upcoming open playtest in June, we have several updated versions of the game's core features, such as Crafting and Gathering. Due to the size and importance of these features, we'll be delivering these across many different updates throughout the open playtest - don't worry, we'll keep you all updated on what's coming out! We're excited for you guys to see the expanded content and increased depth of Legends of Venari. Your feedback will be incredibly impactful here as we'll be building and balancing at every stage of the playtest.
We cannot wait to see how these new features will be received, and as always, thank you for being a part of the journey!
By Architect
With our next playtest on the horizon, we have been focused on processing a lot of the bugs and QoL feedback received during the second closed playtest. Based on these suggestions, several UI updates have been implemented to improve the overall user experience.
Another priority for us has been optimizing for mobile by reducing the level of detail (LOD) of 3D models. This involves simplifying polygons and textures as they get further away from the player to improve performance without compromising visual quality.
Additionally, we are introducing auto-scaling servers, which will seamlessly accommodate more players as we open up these playtests to a larger player base, ensuring smooth and uninterrupted gameplay.
We’re also excited to give players more engaging gameplay to look forward to with the new questing system and interactive NPCs. Stay tuned for more updates in our next dev blog!
The team is excited to welcome Seekers back to Caerras for another playtest. With added QoL features and fewer bugs, we are eagerly waiting to hear everyone’s feedback.
Stay tuned for our next playtest and the second phase of our ongoing play-to-airdrop campaign starting June 5, which will feature a variety of new game quests for Seekers to explore and earn points.
Stay up-to-date with all the latest happenings in Caerras by exploring our comprehensive Notion introduction, filled with community tutorials and resources.
Additionally, make sure to stay connected with us on our social media channels to keep up with the latest updates.
Compiled and edited by BestPwnz and Vanguardian007 from the Community Team.