This week, the development team at Depths of Erendorn made considerable progress across multiple areas, pushing forward with significant refinements and enhancements to both gameplay systems and environmental immersion. The 3D Modelling team advanced the creation of snake and cobra creature assets, finalising sculpts and enhancing their realism with newly sculpted scales. Meanwhile, the Set Piece Design team enriched the game’s environmental storytelling by adding new Points of Interest, refining settlement designs, and improving marketplace asset customisation. On the technical side, the Client team tackled gameplay functionality by finalising the dynamic difficulty map overlay, refining dungeon setups, and resolving persistent camera issues. The Server team focused on refining dungeon generation and fixing entity spawning bugs, ensuring smoother gameplay experiences. In audio, the Sound team captured new ambient recordings from harsh winter conditions to enrich the game’s soundscape. The Environment team successfully integrated FluidNinja into the settlement river system, achieving a visually immersive water flow that aligns with the game’s artistic style. Lastly, the Animation team continued refining Dwarf and Skeleton characters, adding new armour variations and enhancing animation fluidity. These collective advancements bring the game closer to delivering a richer, more immersive experience for players exploring the world of Erendorn. 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 made significant progress on the development of the snake and cobra creature assets. Both models have been fully sculpted, retopologised, and unwrapped, ensuring they are optimised for in-game performance while maintaining a high level of detail. The team also explored new production methods for crafting realistic scales, leading to the addition of sculpted scales onto the previously completed sculpts. This enhancement adds a greater sense of texture and visual depth to the creatures, elevating their realism and bringing them more in line with the game’s immersive aesthetic. These updates contribute to the rich and diverse bestiary of Erendorn’s evolving world. Examples of some of the work completed by the tea mcan be seen below.
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Set Piece Design
This week, the Set Piece Design team at Depths of Erendorn made significant strides in enhancing the game's environmental storytelling and technical versatility. Several new Points of Interest were sculpted, adding depth and intrigue to the game world and encouraging exploration. The team also conducted a focused study of settlement design in other games, using these insights to refine Erendorn’s own settlement layouts for improved player navigation and immersion. Technical improvements were made to marketplace assets, allowing colour changes directly within the static mesh properties tab—eliminating the need for duplicating material instances and streamlining the asset customisation process. Architectural ruins received additional refinement to improve their visual impact and integration into the environment. Examples of some of the work completed by the team can be seen below.
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Programming
Client
This week, the Client team at Depths of Erendorn made significant strides in refining gameplay systems and addressing technical challenges. A major focus was completing the dynamic difficulty overlay for the map panel, integrating XP updates and resolving positioning errors caused by the transition to the new world level. Efforts also concentrated on refining the Dungeon setup, identifying and fixing bugs related to camera behaviour and entity placement. Collision settings were updated to ensure compatibility with the newly implemented water FX system. A persistent camera issue—causing it to teleport and slowly drag back towards the player after logging out, switching characters, or changing dungeon floors—was addressed by locking out camera events when there is an invalid local player entity. Additionally, the team revisited older tasks to ensure previously completed systems remain functional, with particular attention given to levelling up UI and effects, as well as the looting UI and functionality within a dry testing environment. These updates continue to enhance gameplay fluidity and overall user experience. Additional work can be seen below.
- Added the ability to update map XP at the start of and during Adventures.
- Added new message types for region updates.
- Fixed issues with player and Fast Travel icon positioning.
- Investigated issues preventing Entities from spawning in the correct order and position.
- Worked through issues preventing the camera from being positioned correctly when spawning into a new or rerolled Dungeon Room.
- Implemented the ability to disable Camera Tethering in Dungeons.
- Added the ability to track Dungeon Entrances on the map.
Server
This week, the Server team at Depths of Erendorn focused on refining dungeon generation systems and resolving technical issues to improve gameplay functionality. A key issue with cookies on the login server was addressed, fixing a bug that prevented successful logins or retaining session cookies on certain server configurations. Efforts also concentrated on ensuring dungeons build correctly within the client, with updates made to the combat area viewer tool—now capable of highlighting set piece locations and differentiating between internal and external walls for improved clarity. Further progress was made on dungeon generation, including fixing an issue where doors were spawning with gaps in their corners, as well as resolving problems with entity spawning and AI activation, which were previously failing to initiate as intended. These improvements contribute to a more stable and immersive dungeon experience for players.
Sound Design
This week, the Sound team at Depths of Erendorn ventured into harsh winter conditions to capture a range of fresh ambient recordings, including snow gusts, strong winds, and the resonant textures of ice. These raw audio elements will undergo thorough organisation and editing before being integrated into the game’s soundscape. Once refined, these recordings will serve as rich atmospheric layers and dynamic textures for enhancing magical abilities, adding depth and realism to the game’s audio environment. This effort aims to further immerse players in Erendorn’s harsh, mystical landscapes, enriching both environmental ambience and spellcasting effects. Examples of some of the recordings made throughout the last week can be seen below.
Environment Art
This week, the Environment team at Depths of Erendorn made significant progress on the settlement river system, successfully integrating FluidNinja to achieve a fully functioning and visually immersive water flow. After extensive trial and error, the river’s velocity data was refined to ensure the water now flows in the correct direction, with plans for future adjustments to align the flow more accurately with the river spline rather than world space. Additionally, the river material was updated to better match the game’s artistic style, enhancing the overall visual cohesion and bringing greater realism to Erendorn’s dynamic environments. An example of the work completed by the team can be seen in the video below.
Animation
This week, the Animation team at Depths of Erendorn continued refining the Dwarf and Skeleton characters, focusing on enhancing their animations and in-game presence. An armoured version of the Skeleton was introduced, adding a more menacing and battle-worn aesthetic. Several animations were polished to improve fluidity and realism, bringing greater depth to character movements. Additionally, the Skeleton was equipped with a newly discovered, aged sword found within the engine’s existing assets, which better complements the character’s decayed and timeworn appearance than the previously undamaged weapon. An example of the work completed by the team can be seen below.
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That’s it for this week’s devlog, but have you seen our monthly roundup of January yet?!