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Newsletter 10: For The Quest Updates #149

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34 changes: 34 additions & 0 deletions content/posts/newsletter-010/index.md
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Expand Up @@ -132,6 +132,40 @@ May's full weekly devlogs: "This Week In Veloren...":
[veloren-opencollective]: https://opencollective.com/veloren
[gamingonlinux]: https://www.gamingonlinux.com/2020/05/veloren-an-open-source-rpg-inspired-by-cube-world-has-a-new-release

### For The Quest

![For The Quest screenshot](forthequest.jpg)

For The Quest is the working title for a game in early development by
[@seratonik]. Written entirely in Rust and compiled to WebAssembly,
For The Quest is destined to become a MMORPG set in a post-apocalyptic
Earth where your goal is to band together into like-minded factions to
not only survive in this new world, but to unearth the cause of humanity's
downfall.

For The Quest is currently undergoing engine development with a focus on
running smoothly in modern browsers using WebGL 2.0 before moving onto
native desktop ports.

New developments in May:

- All game assets are now defined server-side in a database and are streamed
to the client on demand as areas are requested
- New desert / sand assets added to test the new asset loading system
- Translucent water surfaces with primitive refraction effect added
- New "picking" system implemented that is aware of the 3D coordinates at
location of selection in addition to being aware of which object selected
- A basic world editing UI has been built in React / Javascript and interfaced
to the game engine via WASM bindings, features include: displaying info about
currently selected object, deleting objects, adding any object type, creating
new maps and teleporting to any existing map
- Map changes are persisted on the server and location of player is now
restored when closing the client and coming back later

Follow [@seratonik] on Twitter for updates.

[@seratonik]: https://twitter.com/seratonik

## Learning Material Updates

### Rust Sokoban Tutorial
Expand Down