A Tale of Code and Art - April Dev Update
Whatâs up everyone! Some exciting stuff is happening with Avalon!
Mostly visual, some code-able - so letâs get into it.
So there we sat after returning to Portland from GDC. All our cash down a way-too-expensive margarita drain. Avalon had just been featured at Improbableâs spot on the expo floor, and we were feeling pretty good. But something bugged us. Quinn and I sat around doing a playtest, trying to build a town bigger and bigger, and really see the massiveness that Avalon promises come out and show itself. But it just wouldn't. The isometric camera never showed any perspective, it was almost literally disallowing the feeling of vastness from entering our screens. Itâs interesting to note a lot of games end up suffering from a bad camera choice super early on. That being said, if we changed out of iso, it would be a bit of a stretch to keep any of our current assets, as they were all designed for that mobile-game-esque simplicity. In all honesty, that style was cool, but it just wasnât what Avalon needed. Avalon needed depth, perspective, distance blur, FOV, bloom, the lot. It needed to present space and distance, it needed to work in a 3d world with real mountains and valleys.
For all these reasons, and also the fact that Richard recently joined our team to start pumping out some quality models, we bring you Avalonâs new look!
Now thatâs a look that shows massive, persistent, civilization builder isnât it?
One major comment here has been that itâs hard to tell which buildings do what. Well, thatâs pretty much because none of these buildings do anything and we are still in the process of designing industrial, etc useful buildings to match this new style. Richard is hard at work on that and you can get some daily updates and give him your thoughts in our community dev discord server - https://invite.gg/avalonmmo .
So What About the Code?
Well, as you have probably noticed, the guys in Avalon donât really use the roads yet. Thatâs because of a dirty little secret with our current version: we didnât do pathing yet. Now, you might be thinking, âwell, no big deal, throw in some A* and call it a day.â Sadly, in a massive world distributed spatially across multiple computers, thatâs just not that simple. Additionally, Avalon doesnât just have âsomeâ pathing. The entire game is pathing - players could each have upwards fo thousands of villagers - all pathing in a persistent simulation even when players are offline. Itâs gotta be efficient, and itâs gotta work across multiple computers.Â
We are currently at work building a pathing system to deal with these large issues - when it is ready, Avalon will finally work in a truly distributed deployment, and as such, it can be play tested by lots of people at once.
Okay So Whatâs the Plan
Hereâs the plan. We are gunna use the next month-ish to get this massive pathing thing figured out, drop in the new art style, and get it back in working condition for the first open playtest on an actually large scale. In the meantime, you are gunna head over to our discord where you can get regular updates, share your ideas, and debate with the rest of the Avalon community about how long distance trade networks should be structured ;)Â https://invite.gg/avalonmmo
You also will need to be part of the discord to playtest - so hope to see you all there soon!
Peace.













