Catching Up
![Image](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiZ5XFbJujptbokkNSnos7Bp61EWuGQ3d9jW_E1kBQATVSidqcuER6nqNR3Elfq_hChog4YJyrnfSQfUAefCzQuPXZXWt5BIh31iRXDzHKvgt-RR54Vvzk5agC-5258HJ-3gJMXZNlrvgw/s1600/112917_01.gif)
Since I started development in early October a whole lot has happened. I thought I should take some time to do kind of a catch up/update post just to go over the changes that have happened throughout development so far. Plus I wanted to show off sort of a timeline in photos to demonstrate all the progress I’ve made so far. So let’s start out with the very first asset I made for the game before I even knew what I was making it for, the base character model. So I “blocked” out a really basic character to match my core design principle at the time: Stupid Simple Gameplay. Little did I know that I’d soon go from stupid simple to an open world multiplayer adventure RPG, nearly the exact opposite. After the character was done I started experimenting with gameplay mechanics to see what I could do. This meant figuring out if I wanted combat in the game, which is usually my first question when I start a new project. I started toying with ways to handle combat to decide whether i...