Already implemented
- foundations of character creation
- management of a party of six characters
- core entity and class structures
- technical foundation for overworld and game content
Every map begins as empty space. Every world begins with a decision.
Development status
A compact overview of the current development status of Veildelve.
The images shown here document selected steps from the development of Veildelve - A World Shaped by Aether – from early concepts and first prototypes to newer visual designs.
Many of these captures come from ongoing development phases. Content, user interfaces, effects, environments, and game mechanics may therefore still change or may already have been replaced by newer solutions.
These development steps are part of the project for me. They show not only the result, but also the path: attempts, revisions, discarded approaches, and visible progress.
All images are deliberately labelled with their respective development status so it remains clear what is an early prototype, an experimental design, or a more current state.
A look at the development of the road and river logic for Veildelve's overworld – from clean connections between hex tiles to consistent widths across curves, branches and transitions.
Current development statusView galleryThe inventory, equipment, and character stats interfaces for Veildelve have reached their current visual state, with a focus on clarity, readability, and a consistent visual language.
Current development statusView galleryThe combat window and combat UI for Veildelve are taking shape step by step – starting from a functional basic structure and moving toward the final visual interface.
Early prototypeView galleryAn early look at the in-game development of Veildelve's overworld – featuring biomes, terrain, landmarks, and first approaches to pathfinding.
Current development statusView galleryThree in-game captures from character creation show how distinct the Human, Elf, and Orc entities already look when combined with the Ranger, Paladin, and Runesmith classes.
Current development statusView galleryEarly examples of how different combinations of entities and classes currently look visually – images from ongoing development.
In developmentView galleryI am currently working on localization for Veildelve. German and English will come first, with Spanish, French, and Russian already firmly planned.
Read moreVeildelve is getting a custom dynamic shadow system for characters in combat — with light direction, ground contact, and step-by-step tuning. This post shows the current work in progress.
Read moreThe third development phase of the Veildelve overworld is complete. The core domains, save logic, and production-ready content structures were successfully validated.
Read moreThe ten classes of Veildelve are consistently defined in the game and form the foundation for abilities, party roles, and character development.
Read moreThe eleven playable entities of Veildelve are firmly established in the game and form the foundation for character creation, world design, and later reactions.
Read more