Slow and steady! With many bugs appearing now and then :D
Rather than rewriting everything said in the video, I thought let's try downloading the automatic CC youtube applies to the video and running it through Claude for a summary, here it is:
The bug: Night was too dark, so you brightened it — then daylight looked scorched and you assumed the brightness change caused it. Hours of searching later, it wasn't. Adding the new maps had brought extra suns along with them; at one point more than three were lighting the healer.
What the project is: Started as the battle arena for the flagship turn-based game — creature each side, trainers behind. Grew into an MMO once you added wandering and mining after fights.
First zone: Hollow City backdrop, pond, rocks and assets by Animashot. Cave entrance was meant to be a dungeon portal but procedural generation didn't work out, so it's shelved. Two Blender houses — solar roof, QR-code key, Holozing doormat, laptop showing rewards, projector inside; a water/charging spot planned outside. New hoverboard gives a speed boost.
Multiplayer: Works on FishNet — you opened a second client and had two healers in the world together.
Emberfields + combat: Darker zone, creatures roaming. Action bar: 3 attacks, 2 uses special. Heal-over-time, and healing now has a range so you must stay near your creature. Capturing freezes time. Caught a rare Drazing evolution on camera. C = bag, P = profile (healing, damage, encounters, defeats, luck; equip gloves, mounts, guns with ammo).
Other zones: Gildenwood (big tree on a hill) and Crystalvale (winter, creature distribution not final — too many birds for the climate).
Still broken: most creatures lack walk animations so they slide; a health bar lingers; mining seems to need a skill you don't have; dismounting doesn't restore visibility; and a new bug crashes Unity.
Open question you raised: the side project is turning out better than the main game — drop the casual turn-based version, or keep it for players who don't want an MMO?
Closing notes: last of the game's debt paid off, final TCG assets acquired, and the VRAM guard means crashes are now provably game bugs rather than hardware.
Good to hear that all the debts are cleared now. Glad to hear that the new progress updates of the game even with the current market conditions.
One thing I noticed is that the map looks pretty good and wide. The kid did a great job creating it. I think i mentioned this before but it's one of the things that caught my eye everytime haha!
The game looks promising; I'm seeing it progressing well. It's great; if there are weapons, I love it, there's excitement.
This looks like there is some complexity into it. 😊