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Newsletter 8: Add For The Quest (#96)
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content/posts/newsletter-008/index.md

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@@ -96,6 +96,37 @@ Highlights of [this month's update][will_blogpost] include:
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[will_blogpost]: https://azriel.im/will/2020/03/13/join-me/
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[will_source]: https://github.com/azriel91/autexousious
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### For The Quest
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![For The Quest screenshot](forthequest.jpg)
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For The Quest is the working title for a game in early development by
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[@seratonik][]. Written entirely in Rust and compiled to WebAssembly,
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For The Quest is destined to become a MMORPG set in a post-apocalyptic
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Earth where your goal is to band together into like-minded factions to
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not only survive in this new world, but to unearth the cause of humanity's
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downfall.
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For The Quest is currently undergoing engine development with a focus on
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running smoothly in modern browsers using WebGL 2.0 before moving onto
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native desktop ports.
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New developments in March:
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- Collision and Activation-Based Triggerable Entities (Able to load new areas)
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- New overworld "sky light" directional lighting shaders in addition to
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omni-directional point lighting for underground areas
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- New Ice Cavern models and textures, establishing a hybrid pixel-art in 3D
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style - mapping tool has been expanded to allow for rotating "tiles" to
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build extensive environments in a simple text format for rapid prototyping
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- Specular maps added to the engine and world for that extra shine
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- Started refactoring the rendering pipeline to allow for screen-space effects
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such as reflections and ambient occlusion
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Follow [@seratonik][] on Twitter for updates.
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[@seratonik]: https://twitter.com/seratonik
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## Library & Tooling Updates
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### gfx-rs and wgpu news

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