Happy new year! On behalf of the entire Erios development team (which is just me), I’d want to thank you for being part of this community. Eventhough most of you are silent spectators, once the demo is ready, I am sure that you are going to enjoy your first experience within the magical world of Erios.
I started writing Erios back in 2015, so 2025 is going to mark the 10th year anniversary of the World of Erios!
Although it has been a while since my last blog, a lot of progress has happened to the game. Perhaps so much, that I was too focussed to start writing another blog post. The main issue I encounter with Erios is finding time for its development, so when I do have the time, I prefer to spend as much as possible of it on development. Making a great game is the first priority, advertising it will come more once the demo is there. If you aren’t in the discord yet, I’d highly advise you to join it, as I do share progress there very frequently.
So, what happened in 2024? Well, a lot. Lets do a short recap over the major features that were introduced this year:
I have invested a lot of time into setting up the structure to make Erios compatible for mods. Yet as I was making the logic compatible with mods, as with the design you have to keep in mind that dynamic data most be able to be loaded & unloaded throughout various points of the game, I started to realize that all of this is quite technical. Sure, an experienced programmer could just access their own IDE & tools to start to develop mods, yet this isn’t so accessible for the average user. It also all relies on external tools which aren’t part of Erios. So, what did I do? I made an in-game mod editor. Yup, a whole in-game mod editor to play around with and create mods. You can basically create a game build upon Erios its mechanics, within Erios. So Erios is now a game that can make new games. Pretty cool right?
The Mod Editor currently features:
I created this tool back in 2022 in Unity, and now I have ported it over to Godot. With the Low Polifier, I can convert high poly objects into the low poly art style so that it will match Erios. This basically means that I can use any 3D model, convert it to be compatible with Erios its art style, and thus use it within the game. This allows me to use so many assets, that its difficult to chose which to use O_o
I develop Erios all by myself. Which means I am the lead developer, lead level designer, lead quest writing, lead artist and so forth. Just the solo developer. The less repetitive tasks I have to do, the more time I can spend on other tasks. Testing takes time. For instance the main menu, to make sure that each button works, and shows the correct UI menus once pressed. Sure, this task itself just takes seconds, but if I’d have to do this everytime prior to a build, it would sum up together with everything else that needs to be tested. The more systems Erios gets, the more complex it becomes, and thus the more time it requires to test it. This task is also partially covered by the testing team, but it will be unrealistic to expect them to test everything again during each new build. So, automated testing via integration tests! It will run the game, perform actions and assert that they are correct (AAA testing).
One other thing which would always take time, is to create a build and share it with testers. It would take around 30 minutes for me to go through this process. Set the correct verion number, hit the build, create zip files, upload it, write the patch notes. Basically doing the same thing each time. So, I automated the CI/CD pprocess (Continious Integration & Continious Development).
So, how the flow works now: I click on a button on Github, and:
Saves me a lot of time, and also enables me to share builds more easily with the testers (if you are tester and you read this, you are awesome!. You can also become a tester, just join the discord and give me a ping!)
So, I’d say, those are just 3 highlights for Erios, for me theres a lot more! So here a short list of everything else.
And finally, items, equipment & inventory. I am currently working on this feature. I will show it once its done.
So what’s next? Well, a lot. 2025 is going to be another year full with updates. The main things I want to implement next year are:
Is there something you want to see added in 2025? Well, send me a message and I will try to include it. Erios is a world that we should all enjoy, and feedback from the community is greatly valued!
Thank you for being part of Erios in 2024, and I am looking forward to see everyone of you in 2025! 2025 will not be the year in which the public demo is going to be ready, but for sure I will be able to make a lot of progress towards it. See you soon!
- Lithrun