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Version 0.17.0: Enhancing the MultiQuest Experience: The Epic End Game Fight's image

In the world of gaming, creating an immersive and engaging experience for players is a paramount goal for developers. It's all about giving gamers something that not only excites them but also challenges them to their core. In the ever-evolving realm of MultiQuest, I am thrilled to announce a groundbreaking addition to my game that promises to do just that - the epic end game fight accessible via the game's final quest. In this devblog, I'll delve into the details of what it took to bring this feature to life and what the future holds for MultiQuest.



Published on: 25/10/2023 in News

Long time no see. It has been a while since I worked on MQ. To get into the programming mood again I tackled relatively simple features that were missing for a long time.




Published on: 03/06/2023 in News
Version 0.15.0's image

Since my last post I worked on the AI pathfinding improvement. Up until now, the AI only used basic logic to move around. For example, in the patrol/wander state the AI agent would move in a random direction for a random amount of time or it would stop if it was blocked by an obstacle.


When chasing an enemy, the agent would simply move in a straight line toward it, ignoring all the obstacles.


The lack of environment knowledge for the agents made their movements feel dumb at times and also limited their gameplay possibilities. This is why I decided to use a proper path finding technique.




Published on: 21/08/2021 in News
Version 0.14.0 - Finally some quests in MultiQuest!'s image

It took me over 6 years to finally tackle the quest feature but I finally put the work in.

I took so long because I didn’t really knew how to do it properly and I had many more thing to do prior to it.






Published on: 29/04/2021 in News

This version add 2 new gameplay features: The bank and the party system!




Published on: 25/11/2020 in News

There was 3 versions that rolled out since the last blog post 3 months ago and I can already say that dagger paid for itself. Lets review the changes.

Firstly, I added a friend system which is a very basic concept that the game has been missing for quite a while.

Here is how its looks:



Published on: 09/08/2020 in News

Shortly after I finished the transition to dependency injection using the guice framework I found out that it’s reflection abilities were not supported on android.



Published on: 11/05/2020 in Devblog

After 6 months it was the time for me to give an update of the current state of the project. Even when I don’t give any update for such a long time, behind the scene I still work on the game.


This update adds a lots of improvements in many domains so I splitted the article in two parts: technical aspects and game aspects.



Published on: 13/04/2020 in News

This update is more technical than the previous ones. This article aims to describe what have changed and why.




Published on: 08/10/2019 in Devblog

The game is not accessible at the moment because of the big changes needed on the hosting platform.





Published on: 05/10/2019 in News