AQ2D
Artix Krieger | Wednesday, May 11, 2022
When Oshyn tweeted asking where the update post was last week, he quickly got a reply that we were handling stuff and would probably do a double-update post the following week. Which is now. So without further adieu, this is a double post for you, Oshyn, and all of our other friends.
One of our team members in urgent condition at the hospital. We are waiting for update on his condition. I am not sure what the rules are for writing about this sort of thing. And since this person is literally our HR department, I cannot go to him for advice like normal. He has been with us for 15 years, working behind the scenes. He does not have a game name, but has a calm and supportive presence that everyone here in the lab knows and loves. Please send your love and energy.
There is a saying. Life is 10% what happens to you, and 90% how you handle it. I think when we go to do great things, that life tests us. Almost as if the universe is saying, "You wanna do that? OK... then prove you are worthy by handling this completely unrelated challenge." Have you ever experienced that? If so, what did you do? When it happens again in the future, what will you do?
To anyone who is facing something like this and could use a simple and powerful answer...
Two words.
Battle on.
Today's meeting began with "We are now ready for a full review of the Dragon's Lair." Which means all of the core features should now be working. I set aside time tomorrow to do the run through. Test builds have been being made for Steam and Android. It is really nice joining the team meeting by just opening Steam and clicking update... then play. Like AdventureQuest 3D, the versions of AQWorlds:Unity are near identical except that when you play on mobile, you have a special mobile interface instead. I have not actually gotten to play with the mobile interface yet, so I guess we will find out how it is tomorrow. At a quick glance, there are still a lot of interface improvements that need made. The core of it is there... just needs a little J6 & Darkon polish & shine pass.
Top programming issues include the 0 HP monster bug, some improved security for our admin controls, the charging issue, mob position synchronization, an asset compatibility flag, and a Spell FX pass.
Top design issues include clean up of NPC screens, quest, and other menus. Also, I would like to replace as many of the old icons with new ones wherever possible.
The Dialogger functionally works, but we have not started building the new, friendlier, interface for it yet. Tunik said he will be able to start on that tomorrow. I am pretty excited about this new tool, because it is a stand alone tool that could potentially let anyone (including you) make cutscenes for AdventureQuest Worlds:Unity in the future.
Promised a double post.... so here we go!
I asked Captain Rhubarb if he could build us a special login page that would check your character's compatibility with AdventureQuest Worlds: Unity. It will show you all of the items your character currently has, and which of those items has already been converted. (Spoiler: Not going to be very many yet. Mass conversion will be happening later.)
The first version of this should just be informational. However, we have talking about adding a voting system so you can vote each day on which item(s) you would like to be prioritized in conversion.
I spoke with Beleen and we discussed her coming to write one of the stories for our upcoming 20th Anniversary Event. We have a call scheduled for this week to follow up.
Thank you for reading this lengthy post. Also, this Friday is a Friday the 13th. Which hopefully... for us, brings with it some good luck. I will keep you updated on everything.