Hey everyone,
I’ve been contemplating for a while whether to make a thread about this, but I decided it’s time to start sharing some proper development updates again. The Lost Lands project has been something I’ve been working on for quite a while and it’s evolving into something truly its own.
After experimenting with multiple engines, I’ve now moved development fully to Godot. Both the client and server are being built inside the same project the server running headless while the client remains graphical allowing us to test and iterate faster.
Right now, the low-level networking layer is up and running using ENet.
The client connects successfully to the headless server
Login works fully (including database verification)
Player data such as position and speed are stored and loaded from SQLite
The next step will be to refine position saving, start laying out the first version of the map, and expand the overall core systems before we move toward more advanced features.
We’re also taking a big step creatively The Lost Lands is no longer trying to look like Tibia.
We’re shifting to a true top-down view with brand new sprites, giving the world a distinct identity and art direction while keeping the gameplay depth and design philosophies we loved about old-school Tibia (7.4 era).
The story of The Lost Lands and Nestor Horne will continue but in its own world, style, and lore.
This project is a love letter to the nostalgia we all share, but it’s also a commitment to building something original from the ground up.
More updates, screenshots, and behind the scenes looks will follow soon.
this is where the real journey begins.
The Lost Lands team.
I’ve been contemplating for a while whether to make a thread about this, but I decided it’s time to start sharing some proper development updates again. The Lost Lands project has been something I’ve been working on for quite a while and it’s evolving into something truly its own.
After experimenting with multiple engines, I’ve now moved development fully to Godot. Both the client and server are being built inside the same project the server running headless while the client remains graphical allowing us to test and iterate faster.
Right now, the low-level networking layer is up and running using ENet.
The client connects successfully to the headless server
Login works fully (including database verification)
Player data such as position and speed are stored and loaded from SQLite
The next step will be to refine position saving, start laying out the first version of the map, and expand the overall core systems before we move toward more advanced features.
We’re also taking a big step creatively The Lost Lands is no longer trying to look like Tibia.
We’re shifting to a true top-down view with brand new sprites, giving the world a distinct identity and art direction while keeping the gameplay depth and design philosophies we loved about old-school Tibia (7.4 era).
The story of The Lost Lands and Nestor Horne will continue but in its own world, style, and lore.
This project is a love letter to the nostalgia we all share, but it’s also a commitment to building something original from the ground up.
More updates, screenshots, and behind the scenes looks will follow soon.
this is where the real journey begins.
The Lost Lands team.