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One to keep and eye on though..
Is there any information I could have made more clear in the store page to help you avoid making a purchase you didn't like?
I've been working on the story for Episode 1. I've writen out the complete narrative script for just Episode 1, and its about 40 pages long so far. To give some context, the prelude script which you see right now was about a page and a half in length. I've been working on this for about a full month. I honestly didn't realize writing was so hard. I have to create a bunch of supporting scaffolding for the game universe and lore, just so I can write out a few sentences which have depth and consistency behind them. Then I have to read and rewrite just about every line 10 times.
On the technical side, I've overhauled the AI system completely and rewriten the action system. The plan is to have a dynamically generated graph using a markovian decision process and machine learning to determine the most optimal action to take, with consideration for behaviors which may have long term rewards. It's overkill for zombies and monsters, but there will be villagers which will be learning and making their own decisions for behaviors, and learning from the consequences. It may cost me some extra development time up front, but if I get it working, it's going to save me from having to write and maintain hundreds of AI scripts as I add more behaviors and complexity. The end effect is that no character will be performing scripted actions, it will all be learned behaviors.
On the production side, now that I have a solid idea on what the story is, I have a very clear idea on what needs to be built and what systems I need to design, and what puzzles and mini games need to be created. Earlier I was estimating that each episode would be about an hour of game play, but after writing out the complete script and looking at the various game mechanics, it's looking like gameplay will be at least two hours, maybe three or four.
Thanks for your patience, it's probably going to be a while before the next update comes, but it's going to be a very significant change.
I think my approach to the AI is over complicated for what it needs to be and I'm probably over engineering stuff which doesn't matter. I need to re-evaluate what matters and what this game needs to be. For what it's worth, I've been getting really good at Unreal Engine 4 and VR development in general. I was massively inspired by the recent UE5 reveal. What if I can bring that level of cinematic quality and interaction to VR using the Quixel megascan assets available? My biggest limitation would be my lack of artistic ability, so I'd have to work around that and focus more on gameplay. In the perfect world, I would be fully funded and able to work on this full time and have enough money to support myself and hire/contract a core group of team members to complement my weaknesses.