Dev Update: Character Avatar, New Abilities, End Game, and More!

August 02, 2019 willsterling23 0 Comments


Hey everyone!

It's been a busy but great few weeks here at Lavaboots. We've ran a small closed beta which has helped us balance the game and fix a ton of bugs, making the game much more polished for early access launch (coming very soon by the way.) We've also been implementing a lot of new quality of life changes, new content, and a slew of other new things.

Here's a quick look at just some of the content we've been working on recently.

Character Avatar


We love loot as much as the next person, but it just feels special to be able to see that loot on your character. That's why we implemented a system where you can see your character in your inventory and most of the equipment you have as well. We've also implemented a character creation system where you can do some small customization with your character's appearance before starting a new character. This change has really helped hone in on the RPG feel of the game and we're very excited to have it in. 

New Abilities


We knew before launch we needed more spells in the game and so recently we started working on implementing some. While we've still got more to go, we feel like we now have a decent base and variety of spells to earn throughout the game that will make you think about your playstyle. We've got multiple new damage spells such as fire bolt, orb of poison, or fire zone if you're into area-of-effect abilities. We've also added lots of new buff spells so you can buff certain stats before going into battle. 

As I said we've still got a lot more abilities we want to add and will continue to implement them as the game develops. 

End Game


Max level in Wild West and Wizards is level 20 but the game doesn't stop there. This past week we've been working on implementing some end game functionality so you can still earn good loot and experience a challenge past max level. As of right now, when you hit level 20 you'll have the option to transport yourself into an alternate dimension version of the game that looks much the same, except the enemies and treasure chests are all scaled up much higher. You'll also be able to continue to earn xp and every level you would gain past level 20 will earn you a random reward including new gear, weapons, or a rare upgrade orb. In addition to that, you'll be able to level your items a few levels past level 20 using brand new and rare upgrade orbs only attainable in the alternate dimension. 

We will still be adding more to the end game in the future including more unique loot, bosses, and content. 

Map and Travel Changes


We've also recently been working on finishing up the map implementation and changing some travel functionality. You can now zoom all the way out of your map and see any teleport runes you've unlocked. You can then travel to them from anywhere. This way you don't have to unnecessarily travel back to town to be able to use a teleport rune. This helps a lot in preventing you from having to back track over areas you've been too often. 


Weapon Chests


Another new change we've made recently is the addition of weapon chests. You can now find weapon key fragments on enemies every once in a while. If you collect five of these, a blacksmith can craft them into a tiered weapon key for you. These then can be used to open weapon chests scattered throughout the world that guarantee you a weapon drop. 

Other Changes

In addition to adding some new options and settings, we've also added the ability to set your own custom keybinds. This was a big requested feature so we were happy to get this in before launch! 
We've also added the ability to store your items by talking to any banker in town. And of course we've been consistently adding new quests and points of interests, as well as bug fixes and balancing changes. 


As always thank you for reading and we'd love to hear your feedback!



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Dev Update: New Bounties, Quests, Lore, And More!

July 05, 2019 willsterling23 0 Comments


Howdy everyone!

Hope you all a good fourth of July. Here's a quick run down on what we've been working on the past few weeks. Our main goal as of right now is focusing on balancing and bug fixes to prep for the early access launch, but we're also sprinkling in new content as well.


New Bounties


Last week added a new bounty to each town in the game. When you stroll into a new settlment you'll find a bounty board with a wanted poster on it. You can pick up these posters and it'll start a quest to find and hunt down a certain outlaw. Completing these quests will award you gold, upgrade orbs, quest xp, and sometimes unique items. These named outlaws are often found in camps, caves, and other places. We'll be adding more of these bounties after early access launch but we wanted to make sure that each town had it least one wanted quest for you to find. 

New Quests


We also recently added a new puzzle cave area of the game called The Prophet's Sanctum. This is related to a longer quest line requiring you to track down a secret cult and stop them from...well I'll let you figure out the rest once you play. This area adds new puzzles, enemies, and some unique rewards. 

Lore


This past week we also added a lot of new journals and lore books. Now you'll often find small journals and notes at bandit camps, houses, and other places. Sometimes these are simply just the writings of a disgruntled old outlaw, but other times these can hint at unique items buried or hidden nearby. In addition to journals we've also added excerpts from larger texts hinting to some of the back story of the game. 

Other Changes

In addition to new content , we also added in Steam Cloud saving. So now your games will be saved in the cloud. We've also been working on a lot of bug fixes, balancing, and optimization to prepare for early access launch. We want the launch to be smooth as possible, and while I'm sure there will still be bugs we've missed, we're trying to make sure we get everything we can smooth and polished.


As always thank for reading and we'd love your feedback!  

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Dev Update: New Guns, UI Work, Quests, and More!

June 21, 2019 willsterling23 0 Comments


Hey everyone!

It's been a busy few weeks over at Lavaboots. We're trying to go through the game and polish, update, and fix everything we can before an early access launch. We feel the game has a good bit of content at the moment and so our focus is making sure we have all the necessary systems in place and that the game is as balanced and bug free as possible.

Here's a look at some things we've been working on recently!


New Guns


If you've been following Wild West and Wizards, then you know one major aspect of the game is loot. We want there to be a ton of loot and for you to get excited when you open a chest or defeat a boss. We've spent a lot of time adding in different rarities of armor, weapons, and abilities. Most commonly you'll find armor but rarely you'll get a new gun upgrade or a new ability. On top of that, because we have our item level system, you'll be able to spend your gold and upgrade your abilities as you level. 

So for example let's you see find a rare shotgun that you really like at level 7, but then at level 12 it's starting to lag behind some of the current guns you're using. With our item upgrade system, you can level that gun up so it can stay current and powerful with your level. You can also level up armor and abilities. 

Over the last few weeks our main focus as far as loot goes has been adding new weapons. We've been working on adding some static weapon drops at bosses and also a pool of uncommon and rare weapons you can loot from chests. There are currently six weapon types in the world: revolvers, shotguns, double barrel shotguns, sawed off double barrel shotguns, rifles, and repeaters. Within each of those categories we've got different rarities, colors, and stats. Each gun functions differently as far as damage, range, rate of fire, bullet spread, etc. 

Overall we're pretty happy with the current pool of loot (over 300 items and counting) but we will continually be adding more as the game develops. 


UI Updates


We want your experience playing the game to be as easy and intuitive as possible, so we've been doing some work on the UI to make that happen. We've added functionality where you can now pretty much drag and drop an item wherever you want and that there are multiple ways to do things so it's easy to figure out. We've also rearranged some things such as your utility bar and added text to let you know that you can hold certain buttons to open your radial menus. This is an area we'll likely keep updating as we get more feedback but we wanted it to be in a good place at launch and be easy to figure out. 

We've also starting working on a settings menu to let you adjust audio, graphics, and things of that nature! 

New Quests


As always we try to continually add new quests and things to do in the game with each update. We've recently added more quests to the starting area of the game to help you get acquainted with some of the mechanics and to earn some decent loot to get you started on your adventure. In addition to that we've added in a recommended level feature so when you obtain a quest, you can see what level you want to be before attempting it. Some quests may require you to travel farther into the world to some dangerous areas and this will help you know what you're getting into. 

Ice Wizards


We've recently added ice wizards as an enemy that can spawn in addition to the fire wizards. Since magic is a big part of the game, we want enemies to have different abilities they can use on you. This means now you have to watch for wizards casting fireballs that can do damage over time, or wizards casting ice shards that can slow down your movement speed. This is an area we're still updating so that we can have more enemy ability variations in the future. 


Optimization and Bug Fixes


When making a large open world it's very easy to lose performance quickly when developing. There's a ton of things going on all around you and you have to optimize it in a way where it looks good but still runs smooth. We've spent a lot of time doing everything we can to make sure the game runs as good as possible. We use some streaming systems and other things so that you can see far out into the world but it won't bog down your performance. Recently we updated pretty much all building interiors to be their own "loadable" area which has helps a great deal in towns as far as performance goes. We've also built some systems to limit how far away AI will spawn which has also helped quite a bit. 

In addition to optimization we've also fixed a ton of bugs. We've pretty much been playing through as much of the game as possible looking for any issues and trying to polish it up. Our main focus is always to fix any major or game-breaking bugs, but since we've got most of those under control, we've been able to polish and fix a lot more minor things as well. 


Other Changes


Some other things we've been working on include new music and balancing. We're still adding more music to the game but our main focus has been making sure towns have music, bosses have music, and that there are some song variations when exploring the wilds. In addition to that we're still spending a good bit of time balancing the game such as enemy health and damage, how many enemies there are, and what kind of stats the player has as well. 



Thank you for your reading and as always we'd love to hear your feedback! 







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Dev Update: Scorpions, New Quests, and New Weapons!

May 31, 2019 willsterling23 0 Comments


Howdy everyone!

We wanted to give you a quick update at we've been working on over the past few weeks and also an update on release time. Our current goal is to release sometime this summer into early access. The game is in a great state but we're still polishing out content, balancing, and fixing as many bugs as possible before launch. Even though it'll be an early access launch, we want to make sure it's a smooth and polished gameplay experience for you.

With that said, here's a look at just some of the content we've been working on recently!


Scorpions


Now throughout the world you can find scorpions wandering the wilds ready to attack! We believe that there's a good balance between exploration, combat, and quests. Adding in some creatures like scorpions help us achieve that balance. We don't want you to be overstimulated with constant outlaws and bandit camps, but we also don't want super long stretches of the world where you don't encounter enemies. Adding in scorpions helps us make this feel a bit more dynamic. You may be out in the wilderness exploring and instead of hitting yet another camp of outlaws, you might see a scorpion roaming around or be surprised by one shooting poison at you from the bushes. 

There are also multiple scorpion types and some of the rare ones, while more difficult, will offer good loot drops and therefore a reason to hunt for them. 


New Quests


One of our main focuses with this game is to make sure there is a ton of content for you to experience. And as such we are always working on adding new quests. We have tried to strike a balance between quests you get from an NPC, and quests you find naturally while exploring. For example, you may enter a new town and discover there's been a murder and the sheriff wants you to investigate it and track down the killer. Or you may be exploring the wild and come across a graveyard with a rare ability scroll requiring you to complete a puzzle to unlock it. This balance between natural discoveries and quests found through NPCs is something we are always trying to refine but we feel like it's coming along well. 


New Weapons


This game at its core is about exploration, and of course, loot. Loot is very important in a game like this and so we're trying to constantly create new pieces of armor and weapons for you to find. Here's how the loot loop is working as of right now. Most bandit camps or bosses you find can drop a random piece of armor. Armor has different rarities, stats, and an item level that fit different playstyles. You'll find new armor pretty consistently and a lot of your time will be spent taking the armor that fits your playstyle to blacksmiths in order to upgrade its level and stats. 

Weapons and abilities however, are a bit more rare. When you find a new weapon or ability, it really means something. We want it to be exciting to get a new revolver or shotgun, and for it to be alongside you for a decent bit of the journey. That being said, we are adding a decent variety of weapons scattered throughout the world so be sure and explore every nook and cranny to collect them all. Different weapons will be like armor in that they have varying stats, but can also vary in ways such as reload speed, bullet spread, damage drop off, and things like that. 


Other Changes


In addition to the content mentioned above we've also been spending a lot of time balancing the game, fixing bugs, working on performance, and other under the hood tweaks to make the game polished and run well. This is still a work in progress as the world is very large and there's a lot to take into account when trying to polish and balance it. Overall it's coming along great though. 


As always thanks for reading and we'd love to hear your feedback! 

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Dev Update: Teleport Runes, Character Creation, Music, and More!

May 10, 2019 willsterling23 0 Comments


Hey everyone!

We've been working on a lot of fun new updates for the game and want to share some of that with you. Every week we're getting closer to an early access release date and will be announcing that soon. Our main focus is to make sure the game is polished and a fun experience before releasing. We realize that early access is expected to be less than perfect, but we still want to make it the best we can and make sure you have a lot of fun with your first experience.

Don't forget also you can now wishlist the game on Steam!

With that said, here's a look at some of the things we've been working on the past few weeks!

Teleport Runes


When playtesting we realized our world is pretty big and we wanted a nice balance between having to walk places but also some fast travel systems to avoid frustration. We generally want to avoid the concept of being able to fast travel anywhere, as it kind of cheapens the exploration. But on the other end of that it can be frustrating to have to go way back to town to upgrade gear, buy supplies, turn in quests, and so forth. 

So we've designed two basic travel systems for the time being. The first are bindstones. Each town in the game (there are six) will have a bindstone. You can interact with it and bind yourself to that location. This means you can use a return-to-home spell and instantly travel back to the place you last binded too. This is helpful as a big part of the game is returning to towns to level up gear, spells, replenish your stock, and turn in quests. However, there are still large expanses of the world where there are no towns and so we wanted a way outside of bindstones to be able to travel quickly to certain areas. This is where teleport runes come in. 

You can now find teleport runes in some places in the world. These are different than bindstones in that you have to be at a teleport rune in order to travel to another. You also have to unlock them before you can travel them. Each town wizard will have one but there will also be a few spread throughout the world. We're keeping them far enough part so there's still a good bit of exploration required. And not all teleport runes are easy to find. This way they are more of a reward for exploration rather than a way to avoid it.

We are still eventually planning to add a train system that you can actually ride in real time, but we wanted travel runes and bindstones in the meantime to act as a way to travel long distances later in the game.

Character Creation


Every good rpg needs a character creation system and so we've also been working on a system to allow you to create multiple characters, pick your class, and name your character. While we will likely only have one class at early access launch, we will be adding many more later and so you're going to want to create multiple new characters to test out the new classes. Eventually we'd like to add a way to see and customize some visuals of your character as well.

Music


Every game deserves good music and so we've been working hard to make sure this game has the right balance between environmental ambiance and music. Some of the systems we've implemented recently are exploration music, new town music, and combat music. We've also set up a custom system to handle boss music so you can really feel epic when taking on unique enemies. 


Balancing


A huge part of our work over the past couple of weeks has been balancing the game. The max player level right now is level 20. Your armor, spells, and weapons can also be leveled. And on top of that there will be various levels of enemies. We've been working a lot to make sure the natural progression of the game feels balanced so you actually feel like you're getting more powerful, but not so much that early parts of the game aren't fun anymore. We feel like we're honing in on a good mix of difficulty and player progression but of course we look forward to getting feedback from the community and further updating this system in the future as needed.

Other Changes


In addition to the content mentioned above, we've also been working on our map system and new loot chests. The map system allows you to see what you've uncovered in each zone and gives you an idea of where points of interest are in the world. The new loot chests are different tiered chests that can drop high level gear depending on where you are in the world. As you adventure into higher level areas, the chances for higher level loot chests increase and as such, a chance at rare or even epic gear. 

Not only have we added new loot but we've also added a lot of fun new quests. This is an area we'll also be continually updating after early access launch. Right now our goal is to have a good base number of quests, puzzles, and things to discover, but we'll be expanding upon that a lot as we update the game. 


As always thank you for reading and we'd love to hear your feedback!

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Wild West and Wizards: Coming Soon!

April 18, 2019 willsterling23 0 Comments


Howdy everyone!

Today we launched our store page for Wild West and Wizards so you can now wishlist it and be notified when it launches into early access!

Steam Link: Wild West and Wizards

We are very excited to bring this game to you and can't wait to build it alongside your feedback. Be on the lookout for release date information within the next few weeks.

On more content related news, here's a look at what we've been working on recently!


Combat and AI Updates


One major area we've been working on recently is combat. We added a new hand animation for when you cast a spell and have been working on new enemy abilities and behaviors. When you encounter enemy wizards out in the wild west, we want them to have a variety of different spell options they can throw at you to keep you on your toes. Combat is still a work in progress but we're pretty happy with how it's coming along so far. 

World Building and New Points of Interest


The world of Wild West and Wizards is huge and we are working hard to make sure it doesn't feel too empty. This has been a lot of work for our small team but we think it's worth it and necessary for you to have a fun and adventurous exploration experience. We've been doing a lot of work adding new points interests, quests, and puzzles to each zone. This is something we will still be adding more to after early access launch but we want to make sure there is a good base of content for you to play from the beginning. 

New Items and Loot


We want exploring the world and fighting enemies to be rewarding, and as such we are adding a lot of loot! This past week we spent some time populating various treasure and bandit chests in the world with loot tables so you'll few rewarded when you clear a bandit camp or complete a puzzle. We're still working on this area of the game and are adding new and unique loot consistently. 

New Abilities



In addition to new loot, we've also been working on adding some unique spells and abilities! Recently we added an ability called Life Steal that allows you to take health from an opponent. We also added some abilities like Sacrifice Blood that lets you take your own health in exchange for mana (good for you non-muggle types), and abilities like Counter Spell that silence and stop an enemy's spell attack if timed correctly.


As always, thanks for reading and we'd love to hear your feedback!



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Dev Update: New Points of Interests, New Weapons, Combat Changes, and More!

March 15, 2019 willsterling23 0 Comments


Howdy everyone!

It's been a busy few weeks over at Lavaboots and we've got a lot of fun new changes we want to talk about. First however we just want to say thanks to everyone following the game and for your feedback and support. Games cannot be made without their supportive communities and we feel like we have one of the best.

Alright let's dive into some new changes!

New Points of Interests


One of the main areas of focus right now is still adding tons of new points of interests, quests, puzzles, and just things for you to do in general. We've got the world pretty much built from an environmental standpoint, but now we're going through and adding content for you to experience. This week we finished adding most points of interest to the desert biome and now we are moving on to the forest. Some of the points of interest you can expect to find are merchants, bandit camps, churches, caves, abandoned houses, towns, and a lot of secret places as well. While some areas are shorter than others, you'll come across some places that are full of intricate puzzles, challenges, and loot! 

New Weapons and Clothes


In addition to working on things to do in the world, we also want there to be fun things to loot! Looting is a huge aspect of our game and we'll have the traditional RPG rarity system as well as item levels for loot. Over the past couple of weeks we worked on creating three new weapon types: the double barrel shotgun, the rifle, and repeater. Each gun feels very different and adds a unique playstyle whether it be up close and personal, or taking enemies out from a distance. We've also updated the hand models to look better with the new weapons!

On top of that we also finished getting our new clothing models implemented as well as hair and beard models. While this is something we will likely be expanding on in the future, we wanted a decent base of clothing and hair styles so you can customize your character and feel unique. This also helps us create more varied NPCs and enemies throughout the world. 


Combat Changes


As I stated earlier we've been adding points of interest to world. We've also been adding enemies and enemy camps. A lot time has been spent deciding what level we want enemies to be in certain areas and things of that nature. In addition to that we've worked on new enemy types and unique loot drops. 

Also we've done some work on new behaviors such as dodging. Enemies can sometimes sidestep shots or spell attacks now. Also there are new enemy types such as shotgun enemies that will act differently and be more aggressive. 

Additional Changes

We've also been doing a ton of work on other small things such as performance improvements, UI and icon updates, and under the hood tweaks. We want to have a big world full of stuff to do but we also want it to be a seamless and smooth experience. As such we are working hard on making sure the game runs well and loads everything smoothly. 



Thank you all so much again for reading and as always we would love to hear your feedback!

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Dev Update: World Building, Quests, Puzzles, New Weapons and Clothes

February 22, 2019 willsterling23 0 Comments

Howdy folks!

Just wanted to go over real quick what we've been working on over here at Lavaboots Studio for the past few weeks. Our main focus has been on world building in general. This involves a lot of things but mainly adding content in the world such as places to discover, and also adding enemies and other characters.


World Building


First and foremost we want our games to be about exploration and adventure. This means during the world building process we are putting a lot of time into making fun and unique places to discover. We're adding in churches, houses of different sizes, bandit camps, caves, towns, and a lot of other unique points of interests. We want you to be rewarded for exploration and constantly find new and exciting content. Our focus right now is finishing adding content to the desert zone, and then we'll be moving on to the plains and forest zone. While each zone has been mostly finished in terms of the environmental details, right now we're adding all of buildings, NPCs, and things of that nature. 


Quests and Puzzles



Another big focus of ours recently has been adding in fun quests and challenging puzzles. A lot of places you discover might have some kind of quest associated with it, or a puzzle of some sort that you have to complete. In addition to that we are also scattering secrets all over the place, so be on the lookout and never assume you've found all there is.

New Weapons and Clothes



Also part of the world building process is adding in new items! As I've said before we want you to be rewarded for exploring and defeating tough enemies, and so we are creating new items for you to earn. This last couple weeks we added a couple new weapon types, including a rifle. We also have been adding in new clothing variations for our NPC's and for you to wear as well. 



Over the next few months we'll have our heads buried in the sand (pun intended) trying to finish world building and getting the game as polished as we can for an early access release. We'll be announcing more information soon on an expected release date. 

Thanks for reading and as always we would love your feedback! 


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Dev Updates: New Quests, Points of Interests, Secrets, and New Items

February 01, 2019 willsterling23 2 Comments


Howdy everyone!

Over the last couple of weeks we've started to turn our focus into adding content to the world and the systems required to make that as efficient as possible. Our main focus in the beginning was getting most of the environmental details of the world built, as well as most underlying mechanics needed to play the game. Now that we've completed most of that, we are starting to add fun stuff to actually do in the world!

Obviously we don't want to show you everything as we want you to explore for yourself, but here's a quick look at just some of the content we've been adding.

Quests


The general gameplay loop of Wild West and Wizards will be exploring, discovering new places, fighting enemies, and getting new loot and leveling up your character. A big part of that process is having quests and things to do. So we've started working on small questlines to give you some sense of objective in the world. One of our goals with quests is to have a lot of unique quests that don't always end the way you think they will. While some quests will require you to obtain items for someone, we want to generally avoid repetitive fetch quests. 

Over the past couple of weeks we've implemented numerous new quests that you'll discover along your adventure. Most of these are optional but will reward you if you decide to follow down that path. 

Points of Interest


A big part of world design is adding in fun and interesting points of interest. We've got a vast world for you to explore and so we want it to be full of unique and rewarding places. We are focused primarily at the moment on fleshing out the desert zone and adding enemy camps, houses, churches, cabins, caves, and more for you to discover. These points of interest will usually contain some kind of quest, lore, mini-challenge, or something relevant for the player to do. Some are small pieces of content while others are more involved and might lead to a long quest line. 

Secrets


As we talked about earlier, there will be a lot of points of interest for you to discover throughout your adventure. A lot of these places will contain secrets. Some will be easy to find, but some will be very difficult and as such, rewarding. When you are exploring, we want you to really look in every nook and cranny to make sure you've found everything. You never know when a secret key might be laying around or a safe hidden in the wall. 


New Items


We've also started working on adding new items such as weapons and armor for you to loot. This part of the process will be pretty involved as it will require constant balancing and reiteration to get everything right. Items have level requirements and so we have to do a lot of balancing between giving the player content they can use, and also keeping challenging content rewarding. Overall this process is going well and we're excited to add tons of fun loot to the world! 


Thanks for reading and as always we would love to hear your feedback! 

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Dev Update: Music, Bind Stones, NPC Work, and More!

January 18, 2019 willsterling23 0 Comments


Howdy everyone!

Since our last dev blog we've been focusing mainly on polishing up the first area of the game. We want the first few hours of your experience to not only be fun, but introduce you to the various mechanics of the game. So we've been working hard on getting all those mechanics working well so you can play through the core gameplay loop.

Here's a look at some of the content we've been working on in that regard.


Music


The Wild West wouldn't be complete without some western music. The last couple of weeks we began implementing music for combat, exploration, and even boss music. Music adds a lot to the atmosphere and feeling of the game and makes it even more fun to fight a boss or explore the world. These are systems we're still working on but they are well on their way to being complete. 


Bind Stones


This week we added something called a bind stone into the game. Bind stones can generally be found at towns and act as a place to bind your location, as well as level up your character. Upon death you will return to the last bind stone you activated. You can also use return to town spells to go back to your last bind stone. A big part of our gameplay loop is going out and exploring, and then returning town to sell resources, upgrade gear, and level your character. Bind stones help us achieve that in a more natural way. 

World Building and Loot


We are also still in the process of doing detailed environmental world building. This means we're combing through the desert and loading it full of rocks, cacti, bushes, trees, and so forth. We're well on our way to being done with this and so far it's turning out great! The desert feels dense and full which makes it a lot more fun to explore. 

This past week we also added in some lootable containers throughout the world. You can now find barrels, crates, bags, and even some safes scattered throughout the desert. Any of these you see can be looted and often contain sellable resources or some kind of utility items like bullets or bandages.

NPC Work

We've also been recently working on fleshing out the first town. We've added various merchants and people you can talk to. Some of them might even tell you some secrets! Right now there is a sheriff, doctor, clothing merchant, general merchant, blacksmith, bartender, innkeeper, banker, and some residents that walk around town. In addition to working on merchant inventories we've also been writing and implementing NPC dialogue so that you can talk to most of the characters you encounter.  



As always thanks for reading and we'd love to hear your feedback! 

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