Thought I'd share the overall progress with Edward's Journey.
As of today, I have 1 huge map complete and a 2nd map nearly complete. The goal is to finish another large map and a final smaller area. Off of the first large area there are 3 caves, 3 mystery areas, and 3 dungeons that are randomly generated and range in difficulty as you encounter each during your progression though that area. Off of the 2nd large area, I have 2 caves so far with more to come, and I will also add random dungeons in that area as well.
I have 25 or so unique monsters in the game thus far with most of their AI set up. Most will drop crafting items or items that can be attached to your weapon or armor to varying effect.
Crafting system is working good so far. You can currently craft several potions, helmets, shields, and improve on existing equipment. You can also break down runes and add their essences to other runes to increase their magic damage. Collecting certain seeds and adding them to a potion can permanently increase one of your stats. A cauldron must be nearby in order to create certain potions.
Your weapon will have a certain number of slots available. Runes and other items can be swapped in and out at any time. Runes will do a ranged attack, when you have enough magic points available, and do damage over time. You can still use the rune in your weapon without magic, but it will be melee only and still do damage over time. Other non-rune items that are added to a slot simply add additional damage to your weapon, but other items can do damage over time. For example; if you kill a bee, sometimes their stinger will drop. If you attach the stinger, you will do damage over time due to the venom in the stinger.
Edward can wield shields. If he times his block right, it will mitigate a portion of the damage received. Shields can also be improved on by adding additional material to them while crafting or adding an item to a slot.
You will also have quick-slots for potions, food etc. If you add a rune to a quick-slot, as opposed to your weapon, it will do an area effect instead of a single ranged blast. This also requires more magic points to do.
The story is a work in progress, but several NPCs have been added so far and have quests for the player. A journal also automatically updates during the journey.
Edward can also visit a few vendors scattered throughout the world that will sell very useful items.
There are also quite a few puzzle elements that need to be solved to progress passed certain areas of the game.
I think I've covered most of the progress to this point. Please let me know if you have any additional questions. I'd be happy to answer. Thanks!
After completing Trail Breaking I started work on my next project and have finally gotten to the point of uploading some very early screenshots of the game. It is a top-down RPG. Please let me know what you think of the screenshots so far. Gameplay video to come soon. Thanks!
Well I thought it would never come, but I've finally finished my first solo project in Unreal. Trail Breaking is releasing this June 25th on the Steam Store! It's been fun and a great learning experience. Thanks to everyone who helped out with the beta, gave suggestions and those who have been following the games progress.
As you can see by the front page of the site, I have my store page up on Steam as "Coming Soon"! So I'm very close to release. No exact date yet, but should be spring sometime. I've also been working on creating Steam cards, badges, backgrounds, emoticons, and achievements. That has been a time consuming process, but fun. When it becomes available for purchase from other sites I'll post that information.
The game works best using Keyboard and Mouse but for those who would like to use an Xbox-style controller, I've been working on implementing gamepad controls for the game. Who would have thought that would be such a pain. For some reason that isn't already something that Unreal has setup for navigating through the game menus. It apparently isn't as simple as clicking a mouse button on a menu item and then running code. So I've been working on getting the gamepad setup from scratch for days now. That was not fun and I lost a lot of hair in the process. It's is mostly all working good now. Still need to fix up some rough edges but the framework is there.
Just added some new screenshots and a new trailer video on the media page. I could really use some feedback regarding any of the screenshots and videos.
I got a lot done during the holiday break from my other job. Just putting more shine and polish on each level and fixing any issues and bugs.
I'm hoping to possibly have it released by the end of the first quarter of 2018.
Starting to see the light at the end of the tunnel.
Levels are roughly 95% complete. Gonna start closed beta testing very soon. In the mean time... enjoy a few updated screenshots and a video will be coming shortly.
So if you hadn't noticed already... the name of the game has changed from "The Way Back" to "Trail Breaking". Apparently, not enough research had been done back when that name was picked. It appears that another game of the same name already exists. So for now, "Trail Breaking" it is.
I've been mostly buttoning up a few levels and upgrading the atmospheric visuals in some other levels. I've also updated the cloud effects, water reflections, and added a new ocean shader for my island level. Finally, I've done a lot of work on the menus systems and got most of the graphic options implemented.
I did upgrade to a newer version of Unreal Engine as well. Unfortunately, that always causes a few issues in my levels. So a lot of time was spent getting things back to where they were before the upgrade.
Things are coming along fine and I can see the end in sight.
Sorry, it's been a while since I've updated the site. That's because I've been very busy going through each level step by step fixing bugs, adding more assets, checking the save feature through each stage of the game, and basically polishing it up as best as I can.
It's a long tedious process, but the end is near. I may soon be able to start beta testing levels. I'd say most of the level are 95% complete, just a few more to go though.
I just posted some new screenshots from the earlier levels that I had been working on the last couple months. I'll post a new gameplay video possibly next weekend.