Dev Diary #3 First cutscene & internal playtests
[p]Hey Tamers![/p][p]Last time we mentioned we’re entering the phase where we start connecting tech + systems + visuals, the point where you can finally see whether everything “clicks” together. Good news: we’re already properly playing the game.[/p][p]Not in a “pretty demo for the internet” way, but in a very real way: we boot up the build, run internal playtests, and spend hours at a time hunting for unclear moments or things that simply don’t work as intended. We already have multiple hours of continuous gameplay behind us, and this is exactly the point where the game begins to come together. [/p][hr][/hr][h3]Where are we right now?[/h3][p][/p][p]
[/p][p]This still isn’t a version we want to show publicly, and that’s intentional.[/p]
[/p][p]We’re mostly focused on three things:[/p]
[/p][p][/p][p]
[/p][p][/p][p]As for gameplay (especially the early parts), it’s still in a state where we don’t want to show it publicly yet. Instead, we’d rather share a short snippet that feels more final and readable, and better reflects the intended vibe of the game.[/p][hr][/hr][h3]What’s next?[/h3][p]Up next:[/p]
- [p]Placeholders: a lot of things are still work-in-progress and don’t always look great yet.[/p]
- [p]Audio: for now there’s basically no audio, so the vibe is still “dry.”[/p]
- [p]Terrain: grass and environmental details are still being built; in many places it’s still just a flat green color.[/p]
- [p]Whether the core loops “click” and feel natural.[/p]
- [p]Whether players understand what to do (and where/why they get lost).[/p]
- [p]Whether the UI and flow are comfortable, not just “nice in screenshots.”[/p]
- [p]more playtests and readability improvements,[/p]
- [p]finishing missing systems (terrain/vegetation),[/p]
- [p]polishing the UI,[/p]
- [p]adding audio once the core is stable.[/p]