The website is finished. I put a small part of the site online. The rest will come on September 1 (The day I release everything)
If you visit the site, and scroll slowly, you will see a nice little scene with an interactive object to find. I think it makes a nice introduction to the site.
You will also find the link to the forum, if you already have questions.
Soon. I try to refine the details, to see if I haven’t forgotten anything. So that this first version is the best possible to better appreciate it. But I’m not immune to error. Sometimes my mind is elsewhere.
Thank you for your interest. I also look forward to receiving your feedback.
I have added other sections to the website which is closer to its final version now. All I have to do is add the download and GIT part.
I made all the improvements, finalization necessary for the editor to make some parts more solid. Everything seems ready for Sept 1. I’m going to rest a little now with the big day.
This new version 1.2.0 has been released. It introduces many bases for future gameplay. Here are the new features:
Two new weapons in the demo (pistol and submachine gun).
A first minimal GUI with weapon info and ammo counter.
The player can now pick up weapons, see them in hand and inventory, and use them.
Items that can be picked up are highlighted with a glow (different color per item type).
Ammunition pickup system, directly linked to the weapon you are holding.
A crosshair GUI in the center of the screen, with smooth and precise mouse movement.
You can add several animations of your choice from a list of more than 50 animations on your characters.
As usual, this release also includes some bug fixes and small improvements.
For the next steps, I’m thinking of adding enemies (targets) to use weapons more concretely. But don’t hesitate to tell me if you see any other priorities
The interface and shiny items that can be picked up
It’s been a while since I’ve given any news. I have been busy a lot on various works. So I made much less progress than I would have liked on Realm-Crafting.
For the next version (1.3.0) I made a new GDD (Game Design Documents) editor. This helps to illustrate the game’s design decisions, its mechanics. The goal of a game design document is to describe the game’s strengths, target audience, gameplay, graphics, level design, story, characters, user interface, resources, etc.
Here’s what it looks like:
This is a page. Clicking on a link in the menu on the right opens the page to refer to it.
The page can be edited with an advanced editor in WYSIWYG mode. So you can format your document cleanly live, without html code. (the HTML document is created for you)
I’ve also made the level editor grid a little more visible. I fixed the bug on the game side of the character which was not oriented correctly sometimes. (logically it shouldn’t do it anymore, I hope)
For the rest, I plan to add enemies (zombies) to the demo game and to make it possible to kill the zombies that will come in waves on the main road. I don’t know if I could release this before the end of the year. I have a lot less time right now developing Realm-Crafting.
Feel free to tell me if you have any major bugs on the forum, I could release a version sooner to fix the most important one.
@withADoveInOneHand
Yes, I know that. I just loaded up the player character who was equipped with a weapon to test zombification before creating a new character without a weapon.
It was to test that it worked quickly and I took a screenshot as it was.
But of course, when I create zombies for the demo, they won’t have a weapon.
I have progressed a lot again, and this time the gameplay is in place . Zombies are fully functional in the game: they move along a path, and if the player gets too close, they change direction to chase the player and attack from a certain distance . The player then loses health points . If the player’s health reaches zero, a Game Over is displayed .
Here is a picture of how it works. In the level editor, we create the path and define the script parameters on the spawn flag :
Make the player, after picking up a weapon, able to shoot zombies and kill them .
Add zombie death animations .
Add zombie sounds .
Trigger Game Over when the player is killed .
Allow picking up health kits to restore player health .
Fix animations to avoid skipping .
Fix the player’s run animation .
Once all this is done, I think version 1.3 can be released. It will be a major update , because it includes many improvements, fixes, and additions. With this update, we are starting to have something that can actually be played, while we still plan to add Mission/Quest features in future updates .
I hope to release version 1.3 within one week if all goes well. Dates are always tricky due to the unexpected, but so far, everything is going smoothly . I am confident that we can release it before Christmas , rather than in January 2026 as initially planned.
I’m happy to announce the release of version 1.3.0.
This update marks an important milestone: Realm-Crafting now truly starts to feel like a playable game.
You can now:
Play as a character
Pick up weapons and ammo
Shoot zombies patrolling along paths or dynamically chasing the player
Lose health, heal with health kits, and reach a Game Over state
This is a strong foundation. While many systems are still to come (trading, crafting, missions, quests, cinematics…), version 1.3 already allows you to have real fun and imagine complete games — as demonstrated by the demo included with the editor.
New Features
New
Brand-new GDD Editor (Game Design Document)
SpawnNPC script to spawn actors on flags
ZombieAttack script
Zombie can patrol, detect the player, alert other zombies and dynamically react
Leave its path to chase the player.
General Updates
Improved level editor grid visibility
Improved some toolbar images.
Added a Tool Menu showing:
All behavior scripts
Script descriptions
Done / To-Do status
Category-based organization
Fixed connection option spheres not updating when moving flags
3D rendering engine update
Character Editor – Fixes & Improvements
Ability to create multiple zombie variations with 3 dirt levels
Improved all clothing textures for cleaner blending and better skin color handling
Replaced the male model to fix major visual issues with sleeves and pants
Added the ability to remove pants, shoes, and body
Fixed character creation, saving, and reloading issues
Behavior assignment in the Actor Editor now works like in the Level Editor
Fixed the save disk icon not returning to normal state after saving
Animation preview works best.
Game-Side Improvements
Fixed player sometimes facing the camera when loading the game (rare cases may still occur)
Added path detection for actors when created or attached
Improved gun sight accuracy
Added Game Over GUI and sound
Added a health system
Player can pick up health kits to restore health
Fixed missing default “fist / punch” when starting without a weapon
Updated the male 3D model
Fixed several animations, including:
Player Run
Zombie Walk
What’s Next?
For the next version, I’m considering:
A Cinematic Editor
A Mission / Quest system
For cinematics, I’m imagining:
Dialog creation
Personal voice recordings
Text-to-speech synthesized voices read by actors
Nothing is decided yet — these are just ideas for now. Feel free to share your thoughts, suggestions, or ideas.
Discussion and debate are always welcome.
Final Words
Thank you for testing and supporting the project
I wish you all a Merry Christmas and a Happy New Year.
Version 1.4 is almost ready. The Cinematic Editor and Quest Editor have been completed. I also finalized the game engine, integrating all the logic of triggering the cutscenes and the flow of the missions, with the verification of the success or failure of a quest, as well as the rewards and penalties.
I haven’t integrated the evolutions into the demo yet; They will be available in version 1.5, but everything is in place. I still have a few details to polish, such as the order of execution of the missions and the cutscenes. I have to think about the best way to proceed and test all this more concretely.
I now plan to take a serious look at the currently incomplete manual before the release of this version 1.4. This step makes the publisher and the game almost finalized. You can create missions, pick up items, shoot, eliminate enemies, and trigger various actions through scripts and logical connections. All the scripts will have to be progressively finalized, visual and audio feedback in the game, a trade and crafting system will be developed, as well as other systems for an even more complete result. I’m also planning a network layer for multiplayer play (but that’s for later).
There is still a lot to do, but we can already achieve a lot with what has already been achieved.
With that said, here are the two new image editors:
The mission editor is quite simple, but already allows you to do a lot of things. It will be upgraded to add other checks like the player’s level, an image to integrate the missions into a GUI window instead of a cinematic and other to see. You can make suggestions, all ideas are worth considering.