I - Early-access alpha: free releases of the game's future demo version. The goal is to shown current development, changes and additions to the community and followers so they can play, report bugs or give ideas.
II - Full game development: alpha version development ends and demo is released. Main development focuses on full version and no public early versions are released during this process.
III - Internal testing: non-public versions are compiled and distributed to the official beta testers to fix bugs, modify any important feature and stablish gameplay balance.
IV - Early-access full release: first and stable version of the final product, released at Steam platform with a price set. First goal is to track players reviews, fix bugs and update the current game content: expand the map, new gameplay features and things for player to complete. Final demo is released for free as separate release.
V - Content update: more content will be implemented based on game success. This includes map expansions, new areas, gamemodes, gameplay features, story and customizations. All this content is planned to be added as free updates. Base game price may increase as more content arrives.
Next up
A quick destruction test. Now compatible with custom "dynamic joints" and "performance buffer" systems.
From the stars to the roots.
I've worked on effects improvements recently. Smoke and dust particles are volumetric now - which interacts with lighting better and brings a feel of depth. No extra performance cost.
Introducing: 'Craftsman's Nodes' procedural shader materials https://blendermarket.com/products/craftsmans-nodes
I've released some texture maps for shaders and assets creation. Use them for free, no credit required! Let me know any suggestions.
This is Callistbery
Improved main menu and interfaces, Earth is finally here! Coming on BetaTest 0.4
randbundle.dev/effects/particles
I've released a web-based particle systems bundle. Try them out, get the files and source code for you to freely reuse and modify. Let me know any suggestions and particles you want for me to include
Fluffy and highly optimized foliage. Coming on BetaTest 0.5
I've made a volumetric shader for local fog and smoke. Density variation was really challenging to make but I got a good result after some hours and tricks.
0 comments