TL;DR
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1,100+ commits delivered by the team.
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Work spanned across gameplay features, visuals and UI systems, core technology, world building, and bug fixes.
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The project is now richer in features, more stable, and better optimized.
Gameplay Features
Dialogue
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Ability to grant Items and Currency rewards
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Ability to assign and progress Quest objectives
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Refactoring to support upcoming backend integration
Cooking
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Added support for recipes to require a Substance as an ingredient
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Added system for earning Cooking XP and Cooking Skill Level
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Added Recipe Proficiency system (Stars)
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Recipe discovery via Experimentation is now based on the recipe “signature”
Quests
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Ability to configure new quest objective types
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Ability for quests to reward Items and Currency
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Ability for quests to be grouped and given a group reward
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Updated quest tracker module in the main HUD
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Implemented a new Quest Log to view detailed quest information
Your Draggin
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Implemented Draggin reaction animations and VFX when being fed
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Added ability to feed pet via drag & drop
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Added Draggin pet nameplate to in-world UI
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Added ability to feed multiple quantities of the same item to your Draggin
Interactable Props
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Added new “Resource” prop types from which players can collect a Substance
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Added new “Smashable” prop type that can be destroyed and grant items or currency
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Added new “Examinable” prop type for Signs and other readable information
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Added new “Switcher” prop type to toggle between two states (ex. light switch)
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Added new functionality to “Harvestable” prop types
Misc
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Added Game World Clock that changes ambient lighting based on the Fire Cycle
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Added the new item type “Vessel” that can store a Substance
Visuals & UI
General
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Updated URP Render Pipeline settings
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Updated world skybox
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Updated Pan camera movement and character steering controls
Notification System
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Added a large format notification for first-time Item and Recipe discoveries
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Added a small format notification that displays when acquiring items
Lighting
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Implemented lighting service
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Implemented specific lighting on Character and Draggin
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Created new lighting Shader used by props
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Added light source functionality to various props (Glowing Snail, Crystals, etc)
User Interface
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UI refresh to Item information hover cards
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UI refresh to Backpack inventory
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UI refresh to Cooking skill station
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UI refresh to Quest tracker
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UI refresh to Shops
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UI refresh to Compass
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UI refresh to Draggin radial menu
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UI refresh to Draggin egg hatching
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Updated outline system for targeted objects
Technology
General
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Updated to Unity 6.x for its improvements and long-term compatibility
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Implementation of Client DTO architecture for all gameplay features
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v2.0 backend integration
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Integrated MCP AI tooling (Model Context Protocol)
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Large cleanup of legacy or obsolete systems
Dev & QA Tools
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Ability to teleport to a safe location or specific map coordinate
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Added a suite of Quests tools - list, assign, complete, remove, set progress
World Building
World Editor
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Implemented a new block terrain meshing strategy to improve performance
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Ability to generate foliage ground cover scatter
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Added ability to configure the attributes of a placed prop within the Editor
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Added Start Location and Safe Location props
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Updated data structure for the Saved Maps and Edited Maps
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Added new key bindings to set the target prop as active selected prop
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Ability to hide the Prop selectors or adjust max render distance
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Ability to set and store offset positioning of props
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Added experimental river and waterfall terrain blocks
Custom Props
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Beds with multiple variants
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Bedside table with multiple variants
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Bookshelf, book sets, and standalone books with open and closed options
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Buckets with water, milk, dirt, or empty variants
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Berry Bush for harvesting
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Candles with multiple variants
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Charcuterie board with food stuffs (cheese, bread, grapes, snack bowl)
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Clay Pots with multiple variants
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Wood Chest - With open/closed states and animations
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Treasure Chest - With open/closed states and animations
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Crystal clusters with multiple variants
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Cooking Pot - with animations and VFX
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Rustic Wooden Dinner Table
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Rustic Wooden Stool, Chair, and Bench
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Rustic Kitchenette with sink, bottles, plants, cooking utensils
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Kitchenware - cutting boards, cooking utensils, bottles, mortar & pestle
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Dinnerware - plates, bowls, cups, utensils, salt & pepper shakers
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Tavern Mugs with multiple variants
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Gardening Table with shears, trowel, plant pots
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Abandoned Nest with Eggs
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Wall Mirror
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Stone Fountain with flowing water VFX
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Sign Posts with five variants
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Glowing Snail creature with lighting on/off animation
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Grub creature with idle animation
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Stuffed plushie “Grubby”
Goals for Q4 2025
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Server Integration - Major changes to Mimic and ICU in the creation of Toko means some parts of the Dataworld integration need to be updated. We aim to restore client backend integration with Mimic; Starting with Authentication, Character Creation, Character save/loading.
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Storage Solution - Implement elegant solution to handle receiving quest rewards when you inventory is full.
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Loot System - Game design and a v1 implementation of the basic loot system.
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Fauna - Small, triggered vfx-style fauna, aka “Boids”. Bees, fireflies, skittering bugs.
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Flora - Continue iterations on generated groundcover, including trees.
Once all this is done, we should be good to release a playable version of Dragginz that is available for all to play!