January Devlog | Week #3 | No. 309

Development
January 31, 2025
April 7, 2025

This week, the team at Depths of Erendorn made significant strides in refining and expanding the game’s environments, animations, and character systems. The world-building efforts continued with detailed set dressing in settlements, the creation of new environmental features such as a quarry and rocky beaches, and procedural adjustments to improve foliage placement. The animation team focused on refining character meshes and physics, addressing issues with cloth interactions and ensuring smoother visual integration. These updates not only enhance the game’s visual quality but also contribute to a more immersive and interactive world, bringing Depths of Erendorn one step closer to a polished and dynamic experience. 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!

Set Piece Design

The Set Piece Design team at Depths of Erendorn continued enhancing the settlements through detailed set dressing, adding greater depth and visual variety to the game world. Additional 3D assets were created to diversify the environment, ensuring a richer and more immersive experience for players. Various settlement abodes received touch-ups to refine their appearance and better integrate them into the surrounding landscape. To further enhance exploration opportunities, rocky features were introduced throughout the settlement, adding natural elevation changes and new areas for players to traverse. Examples of the settlement progress can be seen below.

Paths and rock features in the settlement area

Additional rock features and settlement mound homes

Rising Sun outdoor seating area

Settlement building on a rocky outcropping

Alternate view of settlement building

Environment Art

This week, the Environment team at Depths of Erendorn focused on expanding and refining the game’s landscapes with several key improvements. A new quarry area was created, adding another distinct environment to the world’s diverse terrain. Pennyroyal was fixed and successfully re-integrated into the landscape grass material, ensuring a more cohesive and natural ground cover. Procedural Content Generation (PCG) adjustments were implemented to prevent ferns from spawning in areas where tree and boulder exclusion volumes had been placed, improving the realism and accuracy of foliage placement. Additionally, rocky beach areas were introduced, bringing further environmental variety and enhancing the coastal regions of the game. Updates to the environment can be seen in the pictures below.

Coastline updates

Quarry implemented into the initial area

Improved meadows within the initial area

Animation

This week, the Animation team at Depths of Erendorn focused on refining character meshes, improving physics interactions, and resolving issues related to cloth simulation. Several skeletal meshes were reimported alongside their corresponding hair meshes to ensure proper integration. During this process, challenges arose with overlapping clothing elements when applying physics, leading to mesh clipping issues. As a temporary solution, certain clothing elements were reduced in size to prevent visual inconsistencies—for example, the Beastmaster character’s back cloth was reduced since it remains hidden beneath the cape, though an alternative version without the cape retains both front and back cloth elements. These refinements help maintain visual fidelity while ensuring smoother character animations and physics interactions. Examples of the updates, including comparisons between walking and running animations before and after the improvements, can be seen below.

Updates to cloth physics

Variation of fabric lengths depending on Human variant

That’s it for this week’s devlog, but have you seen our monthly roundup of December yet?! 

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