Sure, can't hurt.
The "bad" news first:
I probably don't have to tell you, but the alpha won't make it this year.
The good news is:
It's on the way and it's making solid progress every week.
There are still things to create, fix and polish. I'll keep this short and snappy
Level Design:
I decided the alpha will be set in an entrance area of Lysandria. This is early enough in the game to test some base mechanics without wasting time on a tutorial (for the alpha I'll just assume people have played a video game before).
The alpha zone is blocked out and connected to some of the stuff I did before (most of those caves you might have seen in tweets are a bit deeper down). What's been extra useful here were subtractive brushes - a practice I never liked much, but for interiors with lots of secret doors and stashes they are actually quite useful. Especially if you do several iterations on a single zone. This way it's really simple getting a proper level down and then throwing in secrets here and there. If you played KF you should feel right at home.
Talking of King's Field: I gave the textures an overhaul so now the whole scenario feels a bit grittier.
All screenshots very much WIP and super secret:
The area is still missing a proper lighting and detail pass (foliage, rocks on the ground, particle effects etc). But I can only do that once I transform geometry brushes into static meshes. That is coming once I'm done with...
Quest Design:
With the zone fully blocked out I started putting together some blueprints/scripts to actually get some challenges going in the level. I'm currently filling the alpha area with small tasks which could be seen as "side quests" - though there are no quests only hints on what's going on. The big "main quest" of the alpha zone will be relatively straight forward but I'm planning at least two different ways to solve it. That still has to be done. Coding wise it shouldn't be a big problem. It's mostly design work, like spreading items across the map.
AI & Combat:
Combat is getting better and more the way I wanted it from the very beginning. I added an AI state for defense so enemies can't be painstunned and steamrolled that easily anymore.
While the AI can handle ranged attacks, that system still needs to be reworked. Slimes can hurl their acid at you and technically an archer could fire a bow, but for example, not off a bridge. They currently have to be at the same height level, which is stupid, but a quick fix to get the AI architecture down. Supportive actions still require a proper weighting technique (to figure out e.g. when to heal or use a strength spell). These things will probably require a bit of work - but they are pretty much the last thing that might be tricky. Other than that, coding activities are slowly moving away from feature implementation towards bug fixing and map scripting.
Animations are getting better. This is still my weak spot, however I reactivated root motions for enemies, which adds a lot to combat in general (with root motions enemies can for example move forward during attacks or perform jump attacks).
Also I made the player's regular slashing attack a little faster/more fluid, so together with new sounds and camera effects combat feels a lot more satisfying now.
Other stuff:
Yesterday I finally figured out an issue I had for a while with compiling and deploying the entire project. This was quite a relief actually and shouldn't just be mentioned in a sidenote, but it's not really relevant to the player and more of a development thing.
There was an old interface that caused an unknown compilation error and crashed UE4's building process. Without building, no deployed version and no alpha, so fixing that certainly helped.
Other than that, menus still need an overhaul.
Aaaand I think those are the most obvious issues I still have to work on.
I still got my TODO list for the alpha which also contains smaller stuff but that shouldn't be too much of an issue.
I still got a week of vacation in the new year and I'll probably put most of that time into level and quest design. So we'll see how much I'll get done and how much work is still required after that.
Either way it's making some very good progress and I should soon be starting a tiny closed alpha with friends and family. Then I hope we can slowly get more people involved and finally release the thing for you folks to test.
On a side note:
I've been playing a bit of Ultima Underworld 2 lately and started Wizardry 6 to get some classic dungeon inspiration. If there are any dungeons you particularly liked (game and genre doesn't matter), please let me know. I know KF, Arx and UU very well but the more research I can do on this, the better.