Added a world chat today, so people in the same game can actually talk to each other now. At the moment that mostly means me and a few brave friends, but it already makes the world feel less lonely. There’s also a separate tab for little game messages, so it’s easier to tell why something happened. If you want to poke at it, come test :)

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Mini devlog: first end to end gathering loop is working. You can venture out, gather resources, and bring them back. No crafting or selling yet, but the core loop is playable and that is a key pillar. Next up: stabilize gathering and UI, formalize drop tables, and connect the loop to crafting and trading. Small bug: deleting items from storage breaks my resource dashboard. The game becomes a game slowly :D !

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Midweek devlog: core tech and iteration speed improved early this week, then momentum moved into design definition work as we translate an economy-first vision into concrete player actions and the first functional in-game UI. Meanwhile the desk stays chaotic: water, snacks, loose docs and the bulky teleprompter for daily calls. I have an office but for Highroads most work happens here.

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Today was mini devlog day: big progress on tile metadata, pathfinding and indicators. Every tile now has a type, resources and quality. Map and nav data let tiles accept or block visits, shown by the on screen indicators in the clip. Pathfinding was hundreds of lines of code but it works like a charm. Deployment became more hands off and resilient. Excited to add economy systems next.

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Finally got reliable tile-to-tile movement working. Players now move with interpolation between tiles so positioning stays tight and looks smooth. Keeping server-authoritative state: client is untrusted and the server holds the data layer. Tiled was recommended for maps but its data layers add sync complexity. Anyone used Tiled at scale?

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