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Newsletter 9: For the Quest (#123)
* Initial scaffold for "For the Quest" section * Finish devlog and add screenshot * Added credit for art * Newsletter 9: For the Quest: fmt Co-authored-by: Andrey Lesnikov <[email protected]>
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content/posts/newsletter-009/index.md

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@@ -145,6 +145,41 @@ _Discussions:
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[scale-pedestrian-video]: https://youtu.be/QXF1-1BNddM
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[wgpu-rs]: https://github.com/gfx-rs/wgpu-rs
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### For The Quest
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![For The Quest screenshot](forthequest.jpg)
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For The Quest is the working title for a game in early development by
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[@seratonik]. Written entirely in Rust and compiled to WebAssembly,
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For The Quest is destined to become a MMORPG set in a post-apocalyptic
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Earth where your goal is to band together into like-minded factions to
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not only survive in this new world, but to unearth the cause of humanity's
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downfall.
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For The Quest is currently undergoing engine development with a focus on
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running smoothly in modern browsers using WebGL 2.0 before moving onto
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native desktop ports.
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New developments in April:
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- Finished re-working and optimizing the rendering pipeline to allow for
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post-processing and other screen-space effects
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- Planar reflections implemented, and work with an upgraded form of the
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specular maps to determine how reflective a surface is
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- Add a flagging system so surfaces can identify their type to the
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shading system so effects can be selectively applied per pixel
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- Used the new flagging system to identify water surfaces and make them
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"ripple" their reflections
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- Updated the mapping/tile system to support "sunken" floor tiles, which
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allows for ponds, lakes, cliff edges, etc.
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- Started work on plans for a streaming asset manager
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- New desert/sand tileset models & textures (Thanks [Mishayla][mishayla]!)
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Follow [@seratonik] on Twitter for updates.
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[@seratonik]: https://twitter.com/seratonik
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[mishayla]: https://www.artstation.com/mpaulson
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### Ludum Dare 46 Games
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[Ludum Dare 46](https://ldjam.com/) was this month!

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