This week in Depths of Erendorn, significant progress was made across all teams. The 3D modelling team completed and optimised the top hair and side hair, preparing them for engine integration. The set piece design team improved the bridge model, finished lamps and torches, and began modelling a cauldron. The client team refined the level-up panel, added visual feedback for combat actions, implemented a login queue and session rejoining, and resolved GPU issues. The server team created new entities and abilities for the Alpha, improved the queue system, and updated server management. The animation team enhanced player character animations and planned updates for the Alpha build. Meanwhile, the VFX team developed weather and ambient effects, experimenting with screen-based effects to enrich the game's visual fidelity. These efforts collectively enhance the immersive experience in Depths 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 completed the top hair and made minor optimisations to it. They also created the side hair by developing a semi-transparent shell that sits on top of the scalp. The next step involves exporting the hair model to the game engine to ensure proper functionality. This progress enhances the character design, contributing to the overall visual quality of Depths of Erendorn. Examples of the work completed by the team can be seen below.
Set Piece Design
This week, the set piece design team made notable progress in Depths of Erendorn. They improved the bridge model, enhancing its overall design and functionality. The team also completed the modelling of lamps and torches, adding essential lighting elements to the game. Additionally, they began work on modelling a cauldron, contributing further to the rich detail and immersive environments of Erendorn. Examples of the work completed by the team can be seen below.
Programming
Client
This week, the client team focused on continuing the development of the level-up panel and ensuring the levelling up process works correctly on the client. Although numerous issues arose, such as incorrectly displaying icons and repurposed visuals, progress has been steady. Additionally, the team worked on providing visual feedback for dodges, blocks, and missed attacks during combat, as there was previously no indication other than the absence of damage numbers. The team also implemented a login queue, enabled players to rejoin a session with a recently logged-in character, and addressed GPU issues caused by upgrading to the new Substrate Materials system. Examples of other work completed throughout the week can be seen below.
- Added a stage between login and character select to allow the Server to direct player traffic, although no one likes queues at login, this function is important to prevent Servers becoming overwhelmed and will make starting up the game a smoother and more transparent process.
- Added the ability for an account to log in and automatically rejoin as their recently logged character, this is to allow players to quickly return to the game in the event of a crash or disconnect.
- Implemented the ability for the login process to branch between the connection queue, character select and rejoining a Session.
Server
This week, the server team focused on creating numerous new entities and their abilities to expand the roster for the upcoming Alpha. Last week was dedicated to debugging and improving the queue system and integrating its various components, which revealed some shortcomings and bugs that required resolution. In addition to the queue system enhancements, updates were made to the server coordinator, which now manages server monitoring and assignments. The login server also needed adjustments to ensure the server control panel for restarting and updating the server cluster functions correctly. Additional issues resolved through the week can be seen below.
- Queue Monitor failures and Mutex Deadlocks.
- Queue server - Server Coordinator auth issues.
- Server Assignments not updating in the cache.
- Login server not detecting previous session assignments.
- Queue Updates not being sent to the client.
- Queue Complete messages not being sent to the client.
- Server control panel updated to work with the new server architecture.
- Server Action redirections/proxy setup to bounce requests from the login server to the backend server.
- Server agent code updated to register each server with the new server coordinator.
- Updated server coordinator setup to have persistence between restarts.
- Added and Improved Agent and Server health checks.
- Updated Golang version.
Animation
This week, the animation team focused on enhancing the realism of player character animations by testing animation retargeting techniques. They also began working on critical updates aimed at the Alpha build, ensuring the game's animations meet high standards of quality and immersion. Additionally, the team is planning the next steps to further refine and optimise animations for future updates, prioritising the Alpha build's requirements. Examples of the work completed by the team can be seen below.
Visual Effects
This week, the VFX team focused on developing weather and ambient effects to enhance the immersive experience of Depths of Erendorn. Significant progress was made in getting screen-based effects to function effectively, leading to experiments with various applications of these effects to improve the game's visual fidelity. This work aims to create a more dynamic and engaging environment for players. An example of the work completed by the team can be seen below.
That’s it for this week’s devlog, but have you seen our monthly roundup of May yet?!