Humble Beginnings


The development of a fully open-world RPG has so many ingredients. From the core gameplay loops to the mechanics and are generally easier said than done. Take Witcher 3, for example--Take a contract, investigate, resolve it, get paid (or not), and repeat. But in doing each of those steps the player will utilize movement, UI, NPC interactions, combat system, inventory, world/level design, shader performance and tech and SO much more.

Published on June 25, 2025 by Simsaladoo

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Humble beginnings

The development of a fully open-world RPG has so many ingredients.
From the core gameplay loops to the mechanics and are generally easier said than done.
Take Witcher 3, for example–Take a contract, investigate, resolve it, get paid (or not), and repeat.
But in doing each of those steps the player will utilize movement, UI, NPC interactions, an engaging combat system, managing inventory, world/level design, shader performance and SO much more.

Almerra has had very few people putting in tens of thousands of hours to research, test and understand how to implement these kinds of systems, and they were uninteresting and just bad through the majority of the development.

This research eventually leads to a heap of technical debt, and gets discouraging when the design mistakes only results in unwieldly code and awful tech. Sometimes to can be good to look back [DialogueTest