SubWorld — a short progress update

Work on SubWorld is moving forward, and the project is slowly starting to take a much clearer shape.

Recently, I have been focusing mostly on organizing the core gameplay mechanics. The older system based on simple action buttons is gradually being replaced with a more natural hex-based system. The goal is for the map to become more than just a background — it should be a real game space where every hex can matter.

The current work includes:

hex-based movement, interactions with objects placed on the map, logic for doors, walls, cover and visibility, hidden threats and elements that players can discover only after taking the right actions, further development of inventory and character statistics, moving older mechanics into the new, more coherent map system.

One of the most important goals is to make the game feel like real exploration, not just clicking ready-made buttons. Closed doors should actually block movement and line of sight. Walls should provide cover. Objects on the map should have their own properties. Players should discover the world gradually, without seeing things their characters do not yet know about.

At the same time, I am also developing the narrative layer and the concept of running the game with the help of an AI Game Master. The AI should not only describe events, but also resolve player actions, keep track of the order of decisions, hide information from characters, and develop the adventure based on what players actually do.

SubWorld is slowly moving away from being only a prototype and closer to becoming an online RPG where the map, exploration, inventory, combat and narrative all work together as one system.

This is still the foundation-building stage, but those foundations are the most important part. Once the logic of hexes, visibility, interactions and player decisions is properly structured, adding new locations, enemies, items and adventures should become much easier.

The project is alive, growing, and with every improvement it becomes a little more playable.

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