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Felucca Online

Devlog

Building Felucca Online in the open

A post for every new feature and every design decision, plus regular digests. Every post has a thread on our Discord, and its replies are the comments. Short notes on every change are in the changelog.

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  1. Feature

    A world worth walking through

    The towns were alive and the land between them empty. We made 1060 new props, from rye sprouts and haystacks to skulls, shipwrecks and dungeon gates, and gave every field, road, river and ruin of Felucca something to tell.

  2. Design decision

    A world on one map

    We started building the world itself: a generated atlas of a rugged main island split between two rival realms, a contested river valley between them, and lawless island chains around it where the best loot lies. Every town, road and dungeon is placed, drawn one pixel per step.

  3. Feature

    Buildings with a plan

    Felucca's towns need hundreds of buildings that feel built, not stamped. We wrote a generator that plans each one the way an architect would: rooms for what they are for, stairs, doors that face you, bay windows and terraces, furniture that never blocks your way.

  4. Feature

    Felucca goes online

    The combat showcase and the first game server land together: one shared world split across many machines, fights with cover that breaks, running like in Ultima Online, and a stress test with 2,000 bots while we crashed servers on purpose.

  5. Feature

    Towns you can walk into

    Every town, village and fort on the atlas of Felucca is now built: streets laid out so you always see the fronts, squares with a landmark, markets, walls and gates where the roads arrive, and about 2600 buildings, each with its own rooms and yard.

  6. Feature

    Trees that step aside

    Our trees are real size now, ten to seventeen metres tall, and their crowns kept hiding the people walking under them. Now a crown near you fades away and leaves the trunk and branches, so you always see your character and the tree you came to chop.

  7. Feature

    Walking Felucca

    The world from the atlas is now the game map: you log in, appear in a town square and walk out into its fields, forests and river valleys. The whole map is baked once into files, and the server only runs the parts of the world where people are.

  8. Feature

    Building Felucca Online in the open

    The site now has a changelog, a blog with comments from our Discord, the design docs and a live roadmap. Here is how it works.

  9. Design decision

    A world players build and burn

    What Felucca Online is about, in one decision: towns are raised by players, held by lords and their vassals, and taken by siege.