It’s recap time

It’s been no less than 13 months since I last updated the dev blog, so, it’s more than time for a recap and some news about Metaworld. What happened during the last year, what’s going on at the moment, and what I plan for this year.

The plan that was

I initially started working on Metaworld’s prototype at the end of 2014, after a few years digressing around voxel engines. For most of 2015, I worked fulltime on the game, gradually building a robust engine both on the client and the server sides, and implementing the first gameplay mechanics. I initially expected a release in the second half of 2016, something that didn’t happen, as you can see.
The plan actually changed in late 2015. At that time, I was evaluating the remaining work load at roughly six man-months. What would have matched the schedule if I hadn’t to include the business/marketing aspect of releasing the game. The fact is that I gradually got late in the development due to unexpected but necessary graphical improvements and a rework of the character style to differentiate it more from the existing offer (mainly Cube World, that is).
In a best case scenario, the game would have been released at the end of 2016 or early 2017. One additional year was unfortunately a bit too much for me, so I accepted a job offer for a software engineer position, and since then I’ve kept working on the game on my free time.

What was done in 2016

Not being fulltime on the game allowed me to stop focusing purely on development, and instead to make a game design check up. I already had some doubts about some systems I designed that didn’t seem to work as well as I thought they would, so that was the perfect time for it (note that if I kept working fulltime I would have needed to do that check up anyway, what would have pushed the release even further).

The check up made it obvious that the game has two major issues:

  • the vastness and continuity of the overworld: this is a desirable feature for a virtual world as it improves immersion and creates a true sense of a “world”. I planned mechanics to go with the immensity of the world (mobile resource hot spots, dynamic mob spawns, rare events/object spawn, etc), and reward exploration, but at the moment the incentive is not that strong. This problem is something that I’m still working on. Many possibilities, but they’re all give and take.
  • the player city/housing system: it is suffering from the same “messy town” issue than most player city systems, and isn’t working well with terrain variations. To put it simply, it’s ugly. I have (mostly) settled on a solution, but not on the details. It’s very likely that I’ll change it in favor of an procedural/organical growth approach. Basically, a player plant a city seed, and by feeding it with specific materials, a city layout creates itself around (with either complete buildings or purchasable building spots).

Beside the check up and work on the game design, I’ve mostly done bug fixes, added UI details, and did a lot of graphical experimentations (shadows, ambient, occlusion…), the most notable being a deferred renderer.

The current state

Since the beginning of the year, I’ve mostly worked on adding a DirectX 12 support. Note that you can still play the game with XNA, what will be useful for older PCs.
The DX12 support was done with the goal of adding a VR support to the game (yes, “that” VR, as in Virtual Reality). At the time I’m writing, both of these objectives are close to completion, only the 2D is left to implement, and I’ve experienced the game in VR quite a bit :). I still have a lot of polish to do, but all of that makes a good 2017 start!

The plan that is

For now, I don’t intend to go fulltime again. I have the necessary resources for it, however I still need time to rethink the parts of the game design that don’t work, a task that I’m most efficient at when slowly processing informations and ideas, rather than when working on it fulltime. In the meanwhile I’ll keep improving the tech that runs the game, add content, and implement the remaining gameplay mechanics. I’m committed to create a great game, and will keep moving forward, even if a bit slowly.

Additionally, I’ll try to update the dev blog more often. It usually takes me a lot of time to write a post, but since a few people recently asked me about the game by mail, it seems as worth as ever!

Until next time.

2 thoughts on “It’s recap time

    1. Sorry for the (very) late reply, it seems I didn’t get the email notification of the comment.

      Regarding your question, I don’t intend to do early public testing of the game without its major mechanics implemented, it’s pretty much a tech demo without them. Releasing/organizing test sessions would take time I could otherwise use for development, yet it wouldn’t bring me more info than I already have. Be sure that it’s a time I will take when a test session will prove necessary.

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