Full notes
Full Broken Dagger update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
We see that many players love our announcement trailer, but some are calling it “AI slop.” That’s why we want to clarify how AI is used in the project.
Here are screenshots showing the iteration process of developing the art style:
https://drive.google.com/drive/folders/1G-nhT5zo6hOJjElhKWGgh4VOTX6h9v7t
During this process, AI wasn't involved. These iterations are based on feedback that we got by showing it to a very small group of people. And only when we got positive approval from almost everyone we decided to go public.
Regarding AI usage in general: yes, we used it during early prototyping of NPC models to help optimize the pipeline, since we are a very small indie team. Environment models and textures come from various asset packs, some of which we modified.
In general, we want to create an RPG that truly gives freedom to the player. We aim to build a world that lives by its own rules, where actions have real consequences and quests can be completed in different ways.
It is a very ambitious project for us, but we want to deliver it anyway because we think the world needs more real RPGs where players can share their very own stories with each other.
We understand that the art style needs improvement, and we are actively working on it. Here’s the plan:
Not everyone likes the 2D/3D mix, so we plan to remove 3D NPC models
Environment assets don’t feel unique or cohesive with weapons and NPCs, so we will rework them
Overall, players want a more distinct visual identity, so we aim to create something memorable, similar to how Morrowind stands out
Source
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