Skip to content

Newsletter 008: For The Quest #96

New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Merged
merged 1 commit into from
Apr 5, 2020
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
Binary file added content/posts/newsletter-008/forthequest.jpg
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
31 changes: 31 additions & 0 deletions content/posts/newsletter-008/index.md
Original file line number Diff line number Diff line change
Expand Up @@ -96,6 +96,37 @@ Highlights of [this month's update][will_blogpost] include:
[will_blogpost]: https://azriel.im/will/2020/03/13/join-me/
[will_source]: https://github.com/azriel91/autexousious

### For The Quest

![For The Quest screenshot](forthequest.jpg)

For The Quest is the working title for a game in early development by
[@seratonik][]. Written entirely in Rust and compiled to WebAssembly,
For The Quest is destined to become a MMORPG set in a post-apocalyptic
Earth where your goal is to band together into like-minded factions to
not only survive in this new world, but to unearth the cause of humanity's
downfall.

For The Quest is currently undergoing engine development with a focus on
running smoothly in modern browsers using WebGL 2.0 before moving onto
native desktop ports.

New developments in March:

- Collision and Activation-Based Triggerable Entities (Able to load new areas)
- New overworld "sky light" directional lighting shaders in addition to
omni-directional point lighting for underground areas
- New Ice Cavern models and textures, establishing a hybrid pixel-art in 3D
style - mapping tool has been expanded to allow for rotating "tiles" to
build extensive environments in a simple text format for rapid prototyping
- Specular maps added to the engine and world for that extra shine
- Started refactoring the rendering pipeline to allow for screen-space effects
such as reflections and ambient occlusion

Follow [@seratonik][] on Twitter for updates.

[@seratonik]: https://twitter.com/seratonik

## Library & Tooling Updates

### gfx-rs and wgpu news
Expand Down