Kynseed News
Spring is upon us and the dandelions are out in bloom in Quill.
Picking one, we can see it is time for a little update on what is going on inside the game.
Our industrious team of ten gnomes are tinkering away so here are a couple of things being forged inside their little houses.
[h2]UI UPDATE[/h2]
One of the final elements of the game to get up to launch quality is the User Interface. As such, UI has been a big focus lately, with all of us playing some part in making the menus more consistent, intuitive, and responsive. They also look and feel lovely, like the ferns of Pinehaven.
In addition, we've been making significant progress on many of the remaining screens. This includes the interaction system, which has had an overhaul, with chatting streamlined like one of our finest racing pigs.

Work is also underway on the shop ledgers. When you are sat up late at night, the candle flickering, you need a reliable and informative book to do your accounts and stock. It also helps that it looks great too.
New look for blacksmith orders in the ledger
[h3]NEW TITLE SCREEN[/h3]
What is that over there, glinting on the horizon? Why it’s the exciting new title screen based on our brand new Key Art! We can't wait to show you - it is pretty amazing, even if we say so ourselves. Which we just did.
[h2]EVENT EDITOR[/h2]
The second central area of the game we are getting launch-ready is the story and task system, including the main narrative thread and the unique adventures you will embark upon based on the numerous NPCs.
So, to start filling out the game with all the delicious content we need, we created an 'Event and AI behaviour Editor' or ‘EAABE’ for short. We may need to change that acronym.
This drag and drop game design tool allows us to easily create new events and the sim behaviours to support them. We've been replacing events that had previously been 'hard-coded' to now run using the new system, and the benefits to time and bug fixing have been more marvellous than Herbert’s beard.
This screen shows a few different parts of the tree for a cooking competition event
Each node is a small bit of code with settable properties making it easy to add new ones
[h3]WHAT'S NEXT?[/h3]
We'll be posting more development updates in the near future, so keep an eye on the news raven to see what fresh produce Quill has to offer!
Picking one, we can see it is time for a little update on what is going on inside the game.
Our industrious team of ten gnomes are tinkering away so here are a couple of things being forged inside their little houses.
[h2]UI UPDATE[/h2]
One of the final elements of the game to get up to launch quality is the User Interface. As such, UI has been a big focus lately, with all of us playing some part in making the menus more consistent, intuitive, and responsive. They also look and feel lovely, like the ferns of Pinehaven.
In addition, we've been making significant progress on many of the remaining screens. This includes the interaction system, which has had an overhaul, with chatting streamlined like one of our finest racing pigs.

Work is also underway on the shop ledgers. When you are sat up late at night, the candle flickering, you need a reliable and informative book to do your accounts and stock. It also helps that it looks great too.
New look for blacksmith orders in the ledger[h3]NEW TITLE SCREEN[/h3]
What is that over there, glinting on the horizon? Why it’s the exciting new title screen based on our brand new Key Art! We can't wait to show you - it is pretty amazing, even if we say so ourselves. Which we just did.
[h2]EVENT EDITOR[/h2]
The second central area of the game we are getting launch-ready is the story and task system, including the main narrative thread and the unique adventures you will embark upon based on the numerous NPCs.
So, to start filling out the game with all the delicious content we need, we created an 'Event and AI behaviour Editor' or ‘EAABE’ for short. We may need to change that acronym.
This drag and drop game design tool allows us to easily create new events and the sim behaviours to support them. We've been replacing events that had previously been 'hard-coded' to now run using the new system, and the benefits to time and bug fixing have been more marvellous than Herbert’s beard.
This screen shows a few different parts of the tree for a cooking competition event
Each node is a small bit of code with settable properties making it easy to add new ones[h3]WHAT'S NEXT?[/h3]
We'll be posting more development updates in the near future, so keep an eye on the news raven to see what fresh produce Quill has to offer!