Last month, the development team performed an internal playtest, showcasing the efforts our teams had made up until that point. For August, we achieved all of our goals.
Lurker and the programming team tested established internal mechanics for Everland’s mini-games and developed new ones. They are currently working with our networking team to integrate these systems onto the network backend. We have not entered the polishing stage yet, so there is a lack of art for finished mini-games; in the coming months, the art for mini-games will be completed, so look forward to seeing your favorite games fully animated and decorated. The programming and art teams are excited to show you their work.
Working in Unity, HNL and his team have successfully integrated and tested the game, including the game’s chat servers. They also managed to create their own backend from scratch, completely separate from Unity, that allows us to easily host over 1500 simultaneous connections per server.
The art team is working on creating an immersive environment and smooth animations as we expand development to new zones. With the success of our first alpha testing and the new art leads, Rin and Reljus, we have been taking the game’s core visual designs to the next level. We have begun finalizing the town assets while simultaneously reworking most beach assets to match our new visual standard for the game.
Rin and Reljus are really excited to share some art updates. Since we’ve decided to take on a new direction of visual style we’ve been updating a bunch of environment, housing, and interior assets to create a comfier space for players to feel truly immersed in.
Beach Bar (Old): Beach Bar (New): Bowling Alley (WIP):
Rethink and the design team are maximizing the impact of their mini-games and developing new mechanics. We don’t want to give away too much information as a lot of design is not final, but we wanted to talk about one of our favorites:
Ever wanted to be a part of a band? The band room allows you to play a variety of instruments alongside both friends and strangers. With some practice, play concerts in front of other players and earn in-game currency if they like the show.
Yesterday, on September 7th, we had the chance to interview Bram ‘Mattjax’ Leenders, who shared some of his insight on the making of the game’s DJ booth feature. Make sure to check out the video down below to watch the full interview hosted by the creator of the game, Byron Bernstein.
Crex_NYC’s team has been using Fmod for Audio middleware. The team has been using synthesis to create sounds unique to Everland. Feedback received was generally positive with a few tweaks needing be made to our footstep system.
Thank you for reading through this August update! We’ll see you again in October with new updates on the development progress.
Hello everyone. I would like to invite you to the Everland dev blog. I’m Zak the Project Manager for Everland. Throughout development of Everland many different devs will be posting updates here. Dev journals will come out monthly. If you’d like the blog instantly sent to your email, sign up for our mailing list here…
Let’s dive right into what the project is and what our goals are.
Everland is a social online open world game. The intent is to provide players a space to relax, explore, customize their characters, unlock achievements, collect items, play a variety of mini-games, and make friends.
These are just some of the features that you can expect, with plenty more to come in future updates.
Currently we are still working to get a lot of base systems and work off the ground since we are starting from scratch. These are what all the departments have been up to over the last week.
Since server-side systems are still being worked on, the programming team is focusing on client-side implementations of basic systems to be connected to the server at a later date. This includes work on achievement and currency systems alongside character creation and customization. On top of this, we’ve been hard at work implementing many of the minigames separate from the main game, such as Fishing, Dungeons, Roulette, Music, Chess, Slots, and several streamer-featured games that are kept under wraps for now. ;)
The networking team has been making a backend system that can horizontally scale no matter how many players we have. To help out with this we brought HNL (the creator of HNLbot) on board, and throughout the week he has been testing the backend with varying amounts of players. To get as many people as possible to test the backend we created a test web client that anyone with the link could join. The backend handled over 1000 players perfectly fine with the test web client! The success of the test web client has caused us to start implementing the actual game client using the backend now.
The art team has been pumping out map assets like no other. We have a fantastic group of incredibly talented individuals who are very passionate about working on the project. We hope to complete the first zone within the next few days. Progress from here on out should be even more streamlined. Currently you can see some of our work featured on Byron’s twitter as well as here on the website. We are very excited to be creating something that we hope everyone will love.
The design team has been brainstorming a huge range of features and areas for you to enjoy… a prehistoric zone to a pirate ship, and a medieval city, to name a few. We’ve had to design the core of what you can do in the game, how you interact with everything within and what sort of activities there are.
With the core world having been designed we then started working on mini games and activities to do within the game. We’ve managed and continue to produce a large amount of mini games and some great activities to do. These range from classics such as collections, achievements, and poker, to some more unique concepts such as the band room with more to be revealed at a later date.
We are still honing in on the feel of Everland’s sound. The first week of work involved a pretty blank slate for all of us which helped form some very creative work. We are currently developing sonic elements for our teaser and have begun work on different themes for our zones. This week’s goal is to have our beach theme and elements in place for implementation. We are also still considering different audio solutions for the game but right now we are leaning towards working in AudioKinetic’s Wwise.
That’s it for the first week folks!