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Hytale Devtools NPC Editor is now released! Try it out now!
Extension: marketplace.visualstudio.com…
GitHub: github.com/jrddp/hytale-devt…
Kokeria | Hytale Devtools retweeted
I'm honored to share that the official documentary Technoblade Never Dies is now in production!
You can submit testimonials, fan art, animations, and so on here: technobladeneverdies.com/
When I got the opportunity to be part of this documentary, I had one special request: involve the Technoblade community!
It's been a pleasure working with everyone involved to get this into production. After my first meeting with the director, Steven Lake, I knew he was the right person. He truly understands what Technoblade meant to all of us. Please check out the video on the website to learn more about his vision!
For Hypixel and me personally, it was important to help make this documentary happen as a thank you to Technoblade and his family, a thank you for all the great memories and opportunities he gave us. I don't think I'd be where I am today without him. Even before the fame, he helped shape Hypixel behind the scenes and was such a good person to be around.
It's also been a pleasure to work with one of Technoblade's artists, @jester_u, on the artwork for the website such a wonderful person!
Please note that all of Hypixel's profits from this doc will be going to charity. My honest goal is for my two young kids to see this documentary, learn who Technoblade was to all of us, and get inspired.
Again, thank you, Alex, for all the great memories. We miss you dearly.
Technoblade never dies.
Kokeria | Hytale Devtools retweeted
Replying to @Chayzur
I don't think people fully comprehend how the game will change over the next few years: Cubic chunks, shaders, crafting overhaul, dungeons, ui, minigames, bosses, PvP, itemization, combat, and much, much more. It's like we barely got a game engine right now; there was literally no gameplay content when we got the game back.
We have been hiring lots of great talent lately, and it's a very exciting future. With the team we built in just a few months, we can deliver the full vision; it's just a matter of time. I am actively blocking all new content in recent updates, saving it for Chapter 1 and so on.
The hardest puzzle to solve is production with good efficiency, so we can deliver the vision to the players as soon as possible while ensuring we don't grow into a large studio that can't steer the ship on a dime when required. It's working amazingly so far, a bit harsh on people like me, who need to be aware of almost every aspect of the game, but it's a necessary burden in the short term to make sure I assign the right people in the right positions. Will open new critical roles, such as gameplay designer, very soon, to support our vision and execution.
Hytale Devtools standalone app is coming along nicely :)
Most of the hardest parts are over. I've been extremely busy lately but I'm hoping to find as much time as possible to finish things up in the next couple weeks
Been silent for a bit because I’ve been busy with a big project at work - but rest assured I still have big updates for Hytale Devtools I’ve been working on every chance I get! Lots of planned UX improvements + a web interface and standalone program in progress
Kokeria | Hytale Devtools retweeted
🚨Community Voting is now open for the Hytale New Worlds Modding Contest🚨
After combing through hundreds of incredible submissions, the judges have narrowed it down to 30 finalists per category. Now it’s your turn to vote for your Community Favorites: links.curseforge.com/s-hytal…
If you try it out please send feedback via GitHub or DM! Now that the NPC Editor is finished I’ll be fixing bugs and working on a standalone port so people don’t need to use VSCode. Consider this in beta still!
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My #Hytale NPC editor will release tomorrow to celebrate the end of the modding contest
- Node-based behavior editing
- Robust autocompletion
- Model+Animation previews
- Inline documentation
And lots of focus on making a tool that feels good to use
Can’t wait for you to try it
Kokeria | Hytale Devtools retweeted
I’ve seen some debates about #Hytale “losing hype” or whether it should’ve released early.
As someone who is making a Hytale mod, I see it a bit differently:
Hype fades. Tools last.
Building strong tools and frameworks, will allow creators to reinvent the game over and over again. Which will reignite the hype every single time.
That’s the real potential of Hytale and it’s what projects like Arcanum are betting on.
Animation previews in my Hytale NPC node editor
#Hytale #HytaleModding
Another sneak peak at my node based Hytale NPC editor - now with an animated model preview
#Hytale #HytaleModding
My custom Hytale NPC editor is coming along nicely :) I have most of the core structure and functionality complete already and soon it will just be polishing and testing that's left.
After that - I'll be turning Hytale Devtools into a standalone application!
After 52 days, I’ve decided to stop my daily posting (at least for now). It started off as me modding Hytale every day until it turned into me working on Hytale Devtools every day - which I think just doesn’t lend itself as well to having visible, sharable daily progress. But I’ve also just realized that I don’t need the daily obligation to be motivated to work on it consistently, and its started to backfire by making me feel like I can’t take a day off to avoid burnout.
So - I’m taking a day off to avoid burnout! But if anyone is reading this - rest assured that I have a vision for Hytale Devtools that I’m committed to make happening, and I can’t wait for the community to see it!
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Day 52: The NPC editor is going to be a huge lift now that I truly have a sense of everything that will go into it. I've gained a lot of respect for the creators of the official NPC editor tool!
This week hasn't been as productive as I hoped due to some unrelated life stuff - it's time to lock back in and really tackle this one step at a time. I already have the basic shell of the editor along with parsing for parameters and role attributes. Next, I'll be making sure those are all editable and serializable, and providing auto-complete for computable values to match the official editor.
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Day 51: Experimenting with a new manual curve editor in the node editor alongside my NPC editor research/planning. The NPC editor is definitely going to be a big challenge, and integrating the node editor into the NPC editor is going to require a lot of clever planning, but I think if all goes well it will end up being great!
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