Brackenmere / dev log

Tag

World

15 posts tagged World.

G38 6 min read

Three new worlds in one night

One evening I asked for three new maze worlds that were not rectangular grids, with movement and emotion, and stepped away. By morning a drowned abbey, a giant's kitchen and a clockwork hall were on main. Then I played them.

G27 6 min read

The Charwood: a new wood every visit

The Charwood, a charcoal burners' wood that is generated fresh for each visit, was built in an afternoon on 13 October and rebuilt that evening because it felt like the hedge maze in different clothes. The fix was a new layout, not more decoration, and playing it changed it twice more.

G30 6 min read

Immersion: a world that answers the hero

One quiet night I asked the agents to research what makes game worlds feel real and build it in three independent rounds: the hero's touch, a world that lives, and places that tell stories. Then three more rounds paid for it, and my own play the next morning found the rough edges.

G19 7 min read

The village, laid out three times

In five days I laid Brackenmere's village out three times: stretched over my hand-drawn map at 40 metres a cell, pulled in tight when the walks felt endless, then traced properly at 28 metres. The lesson was that a stylised map is a set of relationships, not a blueprint.

G20 5 min read

Far tiles and tree cards

The valley I had just laid out was 448 metres across and you could not see the other side of it. In a day the agents drew the far land as baked tiles and the middle distance's trees as cards: the view opened up, but the frame time I hoped it would fix barely moved.

G18 6 min read

The village becomes a streamed region and Kit Yard retires

On 3 October the village moved onto the open-world engine without a single building moving, and Kit Yard, the test hamlet, was retired. The proof was boring on purpose: every village test passed without changing what it checked.

G15 7 min read

Streaming an open world: chunks, paths and haze

Over three days the agents built the groundwork for Brackenmere as one seamless, ever-growing valley: chunks that stream in round the hero, a test square kilometre, people who can walk across it and haze instead of fog. The real faults were found by walking it, not by the tests.

G13 6 min read

A home that grows with the hero (and "no 8 of 10 bar")

In two days a hovel became a house that grows a room at a time, with builders, wear and repair. Along the way I stopped the agents chasing an art score: fix what is broken, and no 8 of 10 bar.

G09 6 min read

The kit: one catalogue of placeable pieces

On 25 September every reusable object, light and effect in Brackenmere moved out of the worlds that first used it and into one catalogue, placed by id, measured, and drawn on a page I could browse. The next day a hamlet built only from those pieces showed where the kit was still weak.

G07 5 min read

Worlds as data: a mine to prove it, then three worlds in one evening

On 24 September every world in Brackenmere became a piece of data run by one shared runtime. A small dark mine proved a new world needed no changes to the core, and that same evening three agents built a marsh, a frozen temple and a desert tomb side by side.

G05 6 min read

Walk into the inn, forge and apothecary

On a Wednesday evening I asked to open a village door and step inside. By bedtime the inn, the forge and the apothecary were rooms bigger than their houses, furnished with my own Meshy models and staffed by eight people you could talk to.

G04 7 min read

The torchlit castle and the see-through walls problem

I gave the agents a dungeon picture I loved and had a torchlit castle within half an hour. Then I couldn't see my hero behind the walls, and it took a night of screenshots, a slider and a list of rules about which walls may vanish to fix it.

G02 6 min read

The hedge maze, a three-minute run

I asked for one maze that would take three or four minutes to get through, then walked away. Two days of playing it turned a sandy greybox into a spotlit hedge garden with painted paths and monsters that follow you.

G01 6 min read

Day one: a canvas greybox called Brackenmere

Brackenmere started on a Saturday afternoon as a 90-line canvas sketch with one gardener and an old gate. By midnight it was a Three.js village with a sword, a rigged hero, three monsters, people you could talk to and a house with real roof tiles.