It's not really exactly when Claimants of Reality Enclave started, but I might as well use the new year to give a bit of a summary of what has been happening in the game since development started about 11 months ago. So let's just say happy birthday claimgame (the initial work in progress title).
It has been smooth sailing for the most part. From humble beginnings, mostly building frameworks for the dialogue system, the zones and encounters and combat, integrating my limit market implementation and building a quest framework. It was about march when everything was on track for a nice little discord game. Then what some people would refer to the creative spark, others as feature creep, kicked in.
Still in deep pre-alpha the point of interest framework was added to give the world a more alive feeling with places and people to meet. Equipment was added, starting with a proof of concept spear and a recipe framework which would allow to produce pretty much anything, which lead to crafting and production, the later was still only in the game's hands. A new zone and travelling was added shortly, as the first alpha tester(s), repeatedly and violently died to lizards, rams and poisonous flowers. Having this first feedback was invaluable to create a bunch of tutorial quests and refine some of the systems, a big thank you to @wrestlingdesires, who spent a lot of time testing the game back then.
Around this time the first campaign was started as a proof of concept, which would last a long time, during which character progression and memory forging was added, which I can't help but think it is an awesome way how to do progression in an MMO. And while the first was coming to a close the 3rd zone was added with more opportunities for players (to die). A shop framework also snuck in around this time, allowing for barter exchange in the game world in a more immersive way than the limit market.
campaign framework. Finishing this campaign opened up land ownership, buildings and player production and the job market. Land implementation in the first year of the game? Impossible you say? Not here. :)The second campaign saw more players joining the core testers, big thanks to @imno and @oaaguy who participated in the effort to build the first settlement in the outskirts and together with @wrestlingdesires breezed through a rather short-lived campaign, as molerats were massacred, resources supply and a well dug to test the upgrades to the
With the end of the second campaign the game also introduced the $FAVOR token on hive-engine which allows for depositing and will eventually allow for exchange of FAVOR on chain once withdraws are supported. Still waiting on these astral mints.
Apart from the token the third campaign was in the works, which brought the initial battle system. The battle is still ongoing until this day, as the third campaign draws closer to being finished. Or is it? You never know. But as the battle is raging, in the final push of the year, the repair system, went live, which is far from the usual "item degrade tax" you see in most games. I still have to write a ROA(M)D post about it.
So that is pretty much it, the bigger achieved milestones and I would say it is quite the list. The first "unvoiding" of a zone is on the horizon as the end of the third campaign will add new encounters to explore, new enemies to fight and new resources to fuel the economy to Oakshade vale. We never know what 2025 has in store for us until about same time next year, but new zones, new enemies, new equipment, new production cycles, new prestige upgrades and new campaigns are likely.
So look forward to MoRE CoRE in 2025 and if you are not playing yet, don't miss out and join in.
BR,
thatclaimgamedev
Let's not forget, new ways to die too!
Super excited to see what you've built already! 2025 is gonna be CoRE!
!PIZZA
!BEER
$PIZZA slices delivered:
(1/5) @oaaguy tipped @thatclaimgame