Devlog
Follow the development of VirtualSociety through gameplay updates, visual progress, design notes and behind-the-scenes posts.
Weekly review #14
Hi folks! This week, we went to Lyon to attend the F101 training program offered by Inria StartupStudio at EMLyon Business School. Over five busy days, we received different training on entrepreneurial postures, innovation marketing, business model and business development, and financing.
3 years ago
Weekly review #13
Hey folks! This week, we were mainly networking and chatting with people, but that's not all! We're still working on walls, and we hope you'll like what we're creating for you!
3 years ago
Weekly review #12
Hey folks! This week, we kept on coding the world editor (for Nico) and vehicles (for Jimmy), while Clélie put her thinking cap on to figure out the different gameplay types for each game mode. Just like last week, we kept chatting with modders to better understand their needs and make sure we keep them in mind when developing the game's modding features.
3 years ago
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Dev Diary: curved walls
Having curved walls is essential for a building game these days. A few years back, we already offered tools to create rounded floors and walls in VirtualSociety Online. And this time, we decided to approach the problem quite differently from other games, making the creation of curved walls easier and more intuitive; let us explain it all here!
3 years ago
Weekly review #11
Hey folks! This week, Jimmy has been working on vehicles, while Nico has continued his progress on the world editor. We've also reached out to several modders to discuss their expectations!
3 years ago
Weekly review #10
Hi folks! This week, we tried out the Unreal Engine 5.2 preview with its even prettier rendering engine and met with some local game industry actors including Pandor Concept and Mist Studio !
3 years ago
Weekly review #9
Hi folks! This week we added some new items, thought about the interface of the different game modes and continued to work on our world editor. Let's get started!
3 years ago
Why we chose Unreal Engine
Today we're going to talk about the game engine we use, Unreal Engine, and why we chose it. Back in the days of VirtualSociety Online, we made the choice not to use a game engine. VirtualSociety online being a web game, we had a few possible choices of engines, like BabylonJS or PlayCanvas, but we made the choice to use only a rendering engine, ThreeJS.
3 years ago
Weekly review #8
Hi folks! This week we have been working mainly on our world editor, and adding new props. As we announced last week, we will post a sneak peek every Saturday.
3 years ago
Weekly review #7
Hi folks! This week, Clélie tells you about our progression in the design of the main world, we joined the Incubateur Lorrain and the Peel, and we are working on the editor!
3 years ago