(This is a post mirrored from: http://empyrea.org/new-development-videos-upcoming-playable-build-and-prelease/)
I’ve posted two new development videos! They can be found at the bottom of this post.
In addition, I want to go over what’s been happening in development, since I’ve been very busy for the past month and have fallen a bit behind my dedicated update schedule (sorry, everyone!). First, the GUI is pretty much complete, barring tinkering to get things just right or player-suggested changes. It is showcased in the new dev videos.
Second, regional diversification is also basically complete. The only areas I still need to address are mountains and arctic zones, but I’ve left them untouched for now just because it seemed more expedient to move on to getting some of the much-longed-for gameplay features into place.
Another piece of good news is that I’ll be releasing a new alpha build at the end of this month which will contain quite a huge number of updates since the last version (which was mostly just a tech demo) was released. The largest and most obvious of these updates will be the graphical overhaul, but I’ll release a list of all updates and new commands along with it, plus any bugs I happen to know about that haven’t been addressed yet (there are still some graphical errors lurking here and there that crop up occasionally as a result of the conversion, I’ve been working to gradually reduce their frequency – it’s now pretty rare, but they still exist).
In this month’s alpha build, titled ‘Origins’, you’ll be able to gather resources, do some basic crafting and cooking, try not to starve, and enjoy the newly functional day/night cycle. Speaking of “this month’s build” – another good announcement I’m pleased to make is that, now that I’m mostly finished up with addressing all of the game’s graphical needs (creatures + NPCs will be coming soon, though), I’ll be aiming to release new playable alphas on a monthly or bi-monthly basis (I’m going to set bi-monthly as the ‘hard limit’, but aim for monthly if possible). Each new build will have a build title, so expect to see that subtitle (Origins) change before too long. This seems a bit more elegant than just releasing the game by version number, and the subtitles will align with the current focus of development. The idea is that the player should be able to (at least vaguely) guess the sort of features that are going into place with each build.
And also very importantly – the game will be going into prerelease this week! I have to iron out all of the bugs, but expect to see the relevant tabs on the website nav-bar working soon. I know the game is still in early alpha and some people might frown upon going into prerelease at this point, but the simple fact of the matter is that I’d really like to continue to develop the game in a way that addresses its needs for the long-term, rather than just trying to rush out a gimped, bland product that only meets the requirements of the game’s premises without any real depth. The development process for Empyrea is, by necessity, going to have to be a really long and dedicated one, possibly taking several years or perhaps even decades… and I’m okay with that, since I really enjoy this.
If you’re interested in supporting the developer, please consider prepurchasing; you’ll not only receive a big discount, but you’ll gain access to soon-to-be-added areas of the site that will be reserved specifically for purchasers of the game. These will include an area for holding weekly or monthly competitions between players, sharing character histories/stories/builds/achievements, a mod database, and more. I like the idea that I, as the developer, will be able to provide an interesting resource for those who want to legitimately purchase the game rather than just trying to restrict and annoy them through some sort of DRM scheme.
Thank you, and here are your videos!