We're real close. So we made a short list of the core features we are focused on publishing in Build 11. Do our objectives line up with your expectations?
Update #51: Simulator Goofs and Bugs
Update #50: Adventure in a Real Living Breathing World
Update #49: 4th and Inches
This week we get one step closer to being feature complete on Build 11's simulator: towns now spawn settlements and NPCs move to the new frontiers seeking fame and fortune. Well, a job at least.
Significant progress has been made on performance tuning the world generation so it no longer takes 30 hours to generate a world. Your welcome. :-)
Update #48: Grinding it Out
Update #47: The Simulator is Alive!
Update #46: Business Update & Economy in Build 11
This week Thomas gives a quick update on the financing of the project. Then we dive into some of the major tech changes we've made to the economy as we make the world more and more realistic. Near the end of the video we show how NPC traders move around the road system buying and selling goods, and some new tech we made to be able to see any NPC on the map.
Update #45: Build 11's Spooky Evil Grinder
Update #44: Build 11's Makin' Babies
Update #43: Build 11's 25 New Features
As we've been working on preparing Build 11 we've had to add some new features. First one, then two more. And now we're at 25! In this update we list them all and demonstrate some of them. This is why Build 11 is taking so long to prepare! And Nic let's slip the most powerful object in the game, ruining the surprise. Enjoy!