March Devlog | Week #1 | No. 315

Development
March 18, 2025
March 18, 2025

In the latest week of development at Depths of Erendorn, considerable advancements were made across multiple teams, significantly elevating the game's visual quality, stability, and immersion. The 3D Modelling team enhanced the realism of enemy creatures and characters, notably refining Hyena and Human Bandit models to enrich Erendorn’s diverse inhabitants. The Set Piece Design team expanded environmental storytelling through the addition of detailed textures and new architectural elements, greatly enhancing settlement layouts and visual cohesion. Meanwhile, the Client team concentrated on resolving critical user interface and audio-related bugs, further optimising the player experience. The Server team strengthened dungeon generation and navigation systems, ensuring seamless integration between server and client environments. Lastly, the Animation team refined creature movement and realism, particularly updating snake animations to reflect recent rig improvements. 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

During February, the 3D Modelling team at Depths of Erendorn concentrated their efforts on enhancing the visual quality and authenticity of enemy characters within the game. Notable progress was made in remaking the Hyena models, refining their anatomy, textures, and overall appearance to deliver a more lifelike and imposing presence within Erendorn's wildlife. Additionally, the team updated the Human Bandit characters, improving their designs and optimising their models to ensure they seamlessly integrate into the game’s expanding world. Examples of the team's recent work can be seen below.

Updated Hyena models

Variation of Hyena models

Previous and updated Bandit model

Back view of both models

Set Piece Design

Over the past week, the Set Piece Design team at Depths of Erendorn made considerable advancements in enriching the game's environmental detail and layout cohesion. A high-quality ivy tiling texture was finalised, adding organic depth and realism to structures within settlements. The team strategically integrated new Megascans rock assets to enhance settlement aesthetics, complementing improvements made to the overall layout for increased player immersion and navigability. Significant refinements were applied to the visual presentation of key locations, including the fast travel sites and bridges, heightening their impact and visual consistency within the world. Additionally, the destruction asset set was successfully completed, introducing dynamic storytelling elements into Erendorn's environments, while initial work commenced on a new Viking-inspired wall set, broadening the architectural diversity of the settlements. Examples of the team’s recent progress can be viewed below.

Ivy leaves textures

Leaves implemented on aged structure

Additional work to tie pieces together with paths and set pieces

Moss and aged aesthetic improvements on fast travel stone

Additional ruin set pieces within settlement area

Ruin asset pack ready for engine

Programming

Client

Over the course of the last week, the Client team at Depths of Erendorn continued its dedicated pursuit of refining user experience by addressing persistent bugs and improving overall stability. Resolved issues include the elimination of duplicate audio tracks and the rectification of empty ability slots appearing during level-up selections. With these key problems addressed, the team's focus has now shifted towards resolving UI-related bugs occurring when players log out and back in, or switch characters during a single session. Particular attention has been given to the functionality of the ability bar and associated interface elements, ensuring consistent interactions. These ongoing improvements contribute significantly to delivering a smoother, more reliable player experience.

Server

Throughout the past week, the Server team at Depths of Erendorn achieved substantial progress in refining dungeon generation and resolving critical navigation issues. Combat pathfinding code within the dungeon server underwent extensive improvements, particularly within movement data calculations, enhancing navigation precision and player movement responsiveness. Close examination of both server-side and client-side room generation ensured seamless integration and consistency across all aspects of dungeon creation. Robust validation logic was also implemented to enforce data integrity, significantly aiding the bug-fixing process. Concurrently, significant attention was dedicated to refining client-specific elements such as lighting, wall placements, mesh generation, debug logging, and material usage—finalising many aspects crucial to dungeon visual fidelity. Additionally, the team successfully addressed a particularly persistent series of bugs impacting set piece connectivity, ensuring doors and other critical dungeon components reliably link within the generated environments. These cumulative refinements enhance the stability and immersive quality of dungeon exploration in Depths of Erendorn.

Animation

Throughout this past week, the Animation team at Depths of Erendorn concentrated on refining the snake creatures, updating their animations to align with recent rig improvements. This update not only ensures greater consistency and usability but has also provided the team an opportunity to enhance the overall fluidity and realism of these creatures' movements. A side-by-side comparison showcasing the improvements between the previous and updated animations highlights the team's commitment to delivering lifelike and immersive characters can be seen below.

Previous Snake movement animation

Improved Snake movement animations

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

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