Dev Blog: What we’ve been up to

Greetings Adventurers! 

Welcome to the new series of MetaArcade dev blogs, covering the work we are doing in preparation for our summer release. Our initial goal for these blogs is to tell you more about our first game, Tunnels & Trolls Adventures, the adventures we plan to release, and give you a behind-the-scenes peek at the company. Further down the line, we’ll start telling you about the Adventure Creator, and the ways you will be able to create and publish your own adventures.

So, what we have been up to since our last blog? Well, the big news is that we have just moved into our new (and first) permanent office! We are delighted to be hosted by extraSlice, a Bellevue-based tech campus. extraSlice offers a range of services for entrepreneurs and service providers, and is perfect for a team of our size. (Relatively close proximity to the iconic Mox Boarding House is entirely incidental, but highly welcome…)

MetaArcade team on Day 1

MetaArcade team on Day 1

Of course, the main focus of the whole company is getting the Adventure Player ready for release. Work continues apace on that front, with the main features already implemented and the focus shifting to polish, Q&A and incorporating feedback from internal playtests. Some of the new features you can look forward to are persistent character inventory, spite damage, and much-improved UI.

The development team is bravely fighting the ninety-ninety rule

The development team is bravely fighting the ninety-ninety rule

While the Adventure Player is obviously important, it would not be much use without the adventures themselves! Fortunately, the original Tunnels & Trolls creators and their community have written a great amount of content over the years, from short ‘mini-solos’ to sprawling adventures such as City of Terrors.

classic Tunnels & Trolls adventures

classic Tunnels & Trolls adventures

To complement already-released Naked Doom and Buffalo Castle, the team is hard at work adapting this classic Tunnels & Trolls material to digital formats – in all senses of the word. We’ll talk about this process in more detail in the later blogs, as this has turned out to be a very complicated and, at the same time, tremendously exciting endeavour. 

That’s it for this week! Stay tuned for more dev blogs and updates, and don’t forget to follow us on Facebook and Twitter.