This past week, the development team at Depths of Erendorn made significant strides across multiple areas of the game. The 3D modelling team focused on creating a new hairstyle that adds dynamic, long strands of hair, which can be adapted into various styles like braids and ponytails, enhancing character customisation options. The client team finalised critical fixes related to vendor interactions and introduced a basic attack template in the testing environment, while also addressing issues with outdated assets, enemy NPCs, and Map Panel Widgets. Meanwhile, the server team implemented essential code updates to make dungeons accessible from the new navgrid system, addressed several gameplay and backend bugs, and took steps to streamline server operations. The sound team reworked the Revenant's vocals, adding a more intense impact to the character's audio presence, and began work on the Icacian Necromancer's vocals. Lastly, the environment team introduced dynamic weather effects, enhanced the settlement’s set dressing, and developed a dynamic interior lighting solution, all of which contribute to the game’s atmosphere. As always, join us on Facebook, Twitter, Instagram, and Reddit for daily updates on Depths of Erendorn. Alternatively, join our Discord for all the latest! - now let’s get into it!
3D Modelling
This week, the 3D modelling team at Depths of Erendorn began work on a new hairstyle that features long strands of hair, creating a dynamic and pulled-back aesthetic. This versatile base can be adapted into a variety of styles, including long braids and ponytails, offering more options for character customisation. These developments aim to further enrich the visual diversity and personalisation available to players as they create and tailor their characters within the game. Examples of the work in progress hair style can be seen below.
Programming
Client
This week, the client team at Depths of Erendorn concentrated on finalising fixes related to vendor interactions, resolving several challenging bugs that were preventing button events from registering correctly with the vendor system. After successfully implementing these fixes, adjustments were made to how the client responds to the server following a sale from the player's inventory, ensuring the fixes took effect without requiring a vendor to be reopened. In addition to this, a basic attack template was added to the dry testing environment, with ongoing efforts to correct and refine the associated animations. This included modifying the execution order of events during an attack attempt, although work continues to resolve issues with hit reactions. Beyond these tasks, the team also focused on removing outdated assets, addressing immediate issues with newly added enemy NPCs, and implementing Widgets for the Map Panel, further enhancing the game's functionality and user experience. Additional work from the client team can be seen below.
- Cleared a large number of references to old assets that were contributing to slower load times when logging into the world.
- Prevented any looping animations for new NPCs.
- Applied any missing core animation events to new NPCs.
- Updated Blueprint positioning for new NPCs.
- Created Map Marker Widgets for tracking various objects of interest.
- Defined a method to near-automate map re-rendering.
Server
This week, the server team at Depths of Erendorn made significant strides in enhancing the functionality and stability of the game’s backend systems. The team implemented crucial code updates necessary for making dungeons accessible again from the newly developed three-dimensional navgrid adventures, with only a few critical errors left to resolve before full integration. Alongside these advancements, several bugs were addressed, including issues with stat multiplications, Unguarded Attack proccing multiple times, and a bug that caused equipping an item to erroneously max out player stats. The team also focused on remapping the open world's navdata, fixing fringe issues where certain areas lacked proper navigation data. Additionally, work was done to resolve crashes caused by the internal cheat teleport command and a tricky bug preventing player movement after an adventure. To streamline server operations, a new server installer repository was created, automating server setup and ensuring stability across different branches of the server code. The dungeon server, previously unsupported due to navdata upgrades, is also being brought back online. Lastly, updates were made to the editor web app, improving the ability to edit dungeon groups and enemy intentions, which will facilitate better enemy behaviour and group formations in future gameplay. Additional work completed by the team can be seen below:
- Added Entity permeance value. (More info to come on this later)
- Fixed Dungeon Entrance Spawning.
- Updated XP Logging on enemy group spawning.
- Fixed enemy group spawning.
- Remapped some bad nav data.
- Fixed issues relating to dungeon server starting.
- Fixed Item Equip/Unequip on the dungeon server.
- Fixed Player to Dungeon Session mappings.
- Fixed Item Stat calculations on inventory load.
Sound Design
This week, the sound team at Depths of Erendorn focused on reworking the Revenant's vocals to enhance their impact and presence during gameplay. The attack vocals were refined into two versions, with Version 1 featuring an additional layer that introduces a quicker attack, adding a more intense roar to the sound. Alongside this, initial work began on the Icacian Necromancer's vocals, given their similarity to the Revenant's. Although these are still in progress, they will contribute to the eerie atmosphere of the game once completed. Examples of the work completed by the team can be seen below.
Environment Art
This week, the environment team at Depths of Erendorn focused on enhancing the game’s landscape and interior environments. Dynamic weather effects were introduced, adding elements like puddles and snow to the landscape, though the system still requires refinement. The team continued set dressing the settlement, with significant additions to the tavern to enrich its atmosphere. Work was also undertaken to create a dynamic, lightweight interior lighting solution, ensuring that interior spaces are well-illuminated without compromising performance. Props such as braziers and lanterns were integrated into blueprints, allowing them to emit light and contribute to the overall ambiance. Additionally, the blacksmith hut was constructed, further expanding the settlement’s soon-to-be bustling environment. Examples of their work throughout the week can be seen below.
That’s it for this weeks devlog, but have you seen our monthly roundup of July yet?!