Development

Development Journal

Transparent updates from the building of VibeQuest.

From Class Selection to Appearance

Character creation continued to take shape this week as VibeQuest completed the first functional version of its archetype and class-selection flow and began building the appearance customization framework.

Players can now choose a race and gender, select an available archetype, and then choose a full class from the specializations assigned to that archetype. Each stage is driven by reusable Primary Data Assets rather than hard-coded widget content.

Archetypes and classes

The class-selection interface now begins with the four core archetypes: Fighter, Scout, Priest, and Mage. Selecting an archetype dynamically populates the specialization classes associated with it.

Each specialization displays its own artwork, name, alignment grouping, and class description. The selected archetype and class remain stored in the parent character-creation flow and are carried forward into the next creation stage.

Restrictions and validation

  • Archetype availability can be restricted by the selected race.
  • Class availability can be restricted by the selected race's alignment.
  • Restricted choices remain visible but can be disabled.
  • Continue remains unavailable until a valid specialization is selected.
  • Changing archetypes clears the previously selected class.

Appearance framework

The completed world, race, gender, archetype, and class selections now pass into the Appearance stage. This establishes the state needed for future controls such as skin tone, hair, eyes, facial presets, body proportions, scars, tattoos, jewelry, and voice.

The live character preview also received its first interaction control. Players can click and drag across the preview to rotate the character model, allowing it to be examined from different angles without leaving the creation interface.

Interface presentation

  • Added dedicated artwork for archetype and specialization cards.
  • Reworked archetype cards with image-backed text overlays.
  • Standardized class-card sizing and alignment-group layouts.
  • Added fantasy-themed fonts for headings, cards, and descriptive text.
  • Added functional forward and backward navigation between creation steps.

Next steps

The next development pass will expand the character preview and appearance interface. Planned work includes camera zoom, idle animation support, initial body controls, material-driven color customization, and a reusable appearance-data structure that can eventually be saved by the backend.

Once the appearance foundation is stable, development will continue into character naming, name validation, and the final character-creation API request.

Explore. Remember. Become.

VibeQuest Development Update: Character Creation Takes Shape

Character Foundation

This week marked a major milestone for VibeQuest as the new character-creation flow moved from a collection of basic menus into a functional, data-driven system.

Players can now select a world, choose a race and gender, move into an archetype, and then choose a full specialization class. Selecting an archetype dynamically loads only the classes assigned to it, while each class card displays its own artwork and descriptive information.

Progress completed this week

  • Built the interactive race and gender selection flow.
  • Added a live character-preview render inside the creation interface.
  • Converted race information into reusable Primary Data Assets.
  • Created data-driven archetype and specialization-class assets.
  • Added Fighter, Scout, Priest, and Mage archetype selection.
  • Populated the specialization lists for each archetype.
  • Added race restrictions for archetypes.
  • Added alignment restrictions for specialization classes.
  • Added artwork and formatted text to the archetype and class cards.
  • Updated the interface typography with new fantasy-themed fonts.
  • Connected class selections to their descriptions and creation-state data.

The system is built around reusable data assets rather than hard-coded widget content. This means new races, archetypes, and classes can be added later without rebuilding the character-creation interface.

Next steps

Development is now moving into the appearance-customization stage. The selected world, race, gender, archetype, and class will be carried forward into the next screen, where the character model will remain visible while customization options are applied.

The first appearance pass will focus on establishing the complete flow before expanding into more detailed options such as skin tone, hair, colors, facial presets, and body customization.

Explore. Remember. Become.

First Light

First Light Achieved

VibeQuest has reached its first complete end-to-end gameplay experience.

A player can now create an account, log in through the launcher, start the Unreal Engine client, retrieve live character data from PostgreSQL, select a character, create an authenticated gameplay session, and enter Developer Island.

For the first time, every major system is connected: the launcher, ASP.NET backend, PostgreSQL database, Unreal HTTP subsystem, character selection interface, session service, and playable world.

Character cards are generated dynamically from live API data. The character displayed on screen is no longer a placeholder or hard-coded Blueprint value. It represents persistent character data loaded directly from the VibeQuest backend.

Selecting a character now creates an active gameplay session before the player enters the world. This session system provides the foundation for heartbeat tracking, disconnect recovery, reconnect support, server validation, and future world transfers.

This milestone is called First Light because it marks the moment VibeQuest stopped being a collection of separate systems and became the foundation of a working MMORPG.

First Light

Live Character Selection

The in-game Character Select screen now retrieves every character belonging to the authenticated account.

Reusable character cards are created dynamically for each result, displaying the character name, race, class, level, assigned world, and last login information.

Returning players can select an existing character and enter its assigned world without needing to remember which world contains that character.

First Light

Session Framework Online

Persistent characters and active player connections are now represented separately.

A character stores permanent gameplay information, while a session represents the temporary connection controlling that character. This separation supports clean logout handling and automatic cleanup when a client disconnects unexpectedly.

The next session improvements will add automatic heartbeat updates, stale-session cleanup, logout handling, and reconnect support.

First Light

Developer Island Takes Shape

VibeQuest now has its first physical place in the world: Developer Island.

This early test region provides a home for developing interaction, travel, NPCs, combat, crafting, discovery, and future world systems.

The First Light Monument became the first interactive object in VibeQuest. Players can approach it, press E, and receive a message from the world.

The Travel Spire also became functional, opening a reusable travel interface and transporting the player to registered destinations.

First Light

UI Ownership Refactored

Widget creation, cursor management, input modes, and active-window handling were moved into the reusable VQ UI Manager component.

World objects no longer create their own interfaces. They request the appropriate window through a centralized UI system, reducing duplicated Blueprint logic and making future interfaces easier to maintain.

First Light

Launcher Framework Online

The VibeQuest launcher checks server availability, supports account registration and login, connects to PostgreSQL-backed accounts, and now launches Unreal Engine with authenticated account information.

Genesis

Foundation Complete

Unreal Engine, VQCore, typed identifiers, logging, backend services, Docker PostgreSQL, Entity Framework migrations, and persistent account storage established the initial VibeQuest foundation.