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
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Archetype availability can be restricted by the selected race.
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Class availability can be restricted by the selected race's alignment.
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Restricted choices remain visible but can be disabled.
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Continue remains unavailable until a valid specialization is selected.
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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
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Added dedicated artwork for archetype and specialization cards.
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Reworked archetype cards with image-backed text overlays.
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Standardized class-card sizing and alignment-group layouts.
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Added fantasy-themed fonts for headings, cards, and descriptive text.
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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.