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Newsletter 009: For the Quest #123

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35 changes: 35 additions & 0 deletions content/posts/newsletter-009/index.md
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Expand Up @@ -145,6 +145,41 @@ _Discussions:
[scale-pedestrian-video]: https://youtu.be/QXF1-1BNddM
[wgpu-rs]: https://github.com/gfx-rs/wgpu-rs

### 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 April:

- Finished re-working and optimizing the rendering pipeline to allow for
post-processing and other screen-space effects
- Planar reflections implemented, and work with an upgraded form of the
specular maps to determine how reflective a surface is
- Add a flagging system so surfaces can identify their type to the
shading system so effects can be selectively applied per pixel
- Used the new flagging system to identify water surfaces and make them
"ripple" their reflections
- Updated the mapping/tile system to support "sunken" floor tiles, which
allows for ponds, lakes, cliff edges, etc.
- Started work on plans for a streaming asset manager
- New desert/sand tileset models & textures (Thanks [Mishayla][mishayla]!)

Follow [@seratonik] on Twitter for updates.

[@seratonik]: https://twitter.com/seratonik
[mishayla]: https://www.artstation.com/mpaulson

### Ludum Dare 46 Games

[Ludum Dare 46](https://ldjam.com/) was this month!
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