{"id":3942,"date":"2016-08-19T17:09:48","date_gmt":"2016-08-19T07:09:48","guid":{"rendered":"http:\/\/www.vectorstorm.org\/?p=3942"},"modified":"2016-08-19T17:09:48","modified_gmt":"2016-08-19T07:09:48","slug":"closed-testing","status":"publish","type":"post","link":"https:\/\/www.vectorstorm.com.au\/2016\/08\/19\/closed-testing\/","title":{"rendered":"Closed testing"},"content":{"rendered":"

We’re getting really close to reaching Milestone 12.<\/p>\n

Milestone 12 is primarily a user interface milestone;\u00a0 solidifying a lot of thinking around exactly how the user edits the world, and is mostly focused on towns and monster zones.\u00a0 I think I’m pretty pleased with what’s going on, there. It also has solidified a lot of the game, in terms of coping well when the user destroys things that were in use, and it also has vastly improved the pathfinding, such that players will much more commonly use the roads that you’ve so carefully laid out for them!<\/p>\n

If you haven’t seen before, here’s a somewhat old tweet:<\/p>\n

\n

Testing out the new UI for placing monster zones, in MMORPG Tycoon 2. Now with freeform shapes! pic.twitter.com\/imLdKJuwjd<\/a><\/p>\n

— Trevor Powell (@vectorstorm) July 31, 2016<\/a><\/p><\/blockquote>\n