Last week in Depths of Erendorn was filled with creative energy and focused development across various teams. The 3D Modelling team meticulously refined the sculpt for the menacing Revenant enemy, adding intricate details such as horns, chains, and protective gear to enhance its formidable presence. Meanwhile, the Set Piece Design team brought the game's environments to life, completing the texturing of the forge and beginning work on intricately detailed treasure chests. The Animation Team continued their efforts to expand the repertoire of generic skills, showcasing the Zentragal "warning shout" with temporary effects. The Sound Team contributed to the immersive experience by crafting mystical audio effects for level 2 abilities, using recordings from the ice wilderness to captivate players' senses. Additionally, the VFX Team demonstrated their creative prowess by completing visual effects for a range of level 2 abilities and generating concept art to guide future developments. 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
Throughout the past week, the 3D Modelling team at Depths of Erendorn dedicated their efforts to refining the sculpt for the Revenant enemy. Significant progress was made as additional details were meticulously incorporated into the design. Notably, horns were added to the helmet, complemented by chains adorning the belt, along with another skull motif for added depth. In addition, a glove and shin guard were introduced to enhance the appearance of extra protection for the enemy. These meticulous additions highlight the team's commitment to detail and craftsmanship in bringing the Revenant to life. Examples of the continued work on the Revenant can be seen below!
Set Piece Design
Over the past week, the Set Piece Design team at Depths of Erendorn made significant strides in enhancing in-game environments. They completed the texturing of the forge, employing gritty dark textures to authentically emulate the atmosphere of a working blacksmith's forge. Additionally, the team began blocking out treasure chests, incorporating a variety of intricate details to showcase the potential rewards inside. Building upon concept art, they initiated the block out process for treasure chests, laying the foundation for in-game loot. These endeavours underscore the team's dedication to enriching the player experience with immersive and visually compelling elements throughout the game world.
Programming
Client
This week has been focused on adjusting systems to handle a broader number of animations than was previously possible by grouping them into categories. With this has come the need for new functions for locating the references now they're effectively a layer deeper in the code so the team has been dedicated to creating these and replicating existing ones with new parameters to function with the new system. As well as the animations, the team has been chasing up some of the missing and broken logs for new abilities, continuing on from last week.
Server
Last week, the server team at Depths of Erendorn dedicated their efforts to several key areas of development. They made significant progress on loot distribution, resolving late-stage issues and achieving notable advancements in functionality. The team also prioritised inventory functionality, focusing on container logic, inventory IDs, and the transfer of inventory data between servers. Although additional work is required to complete this task, the anticipated result will allow players to utilise their inventory while adventuring. Furthermore, the team overhauled and enhanced the system for XP and Gold gained from combat to align better with the new loot distribution mechanics. Additionally, they implemented a substantial optimisation to world chunk activation and event location generation, resulting in a significant 75% reduction in RAM usage for event location generation. These efforts underscore the team's commitment to improving gameplay mechanics and optimising performance in Depths of Erendorn.
Sound Design
Over the past week, the Sound Team at Depths of Erendorn dedicated their efforts to enhancing the auditory experience of the game's latest VFX developments. By utilising recordings from the ice wilderness, they skilfully crafted mystical and magical effects for level 2 abilities, including Arcanic Provocation, Mystic Shell, Tether, and Earthen Gust. Through meticulous mixing and manipulation of these recordings, the team successfully brought these abilities to life with captivating audio elements. Their work contributes significantly to the immersive atmosphere of Depths of Erendorn, ensuring that players are fully engaged with the mystical world they inhabit. Their work over the last week can be seen in the video below!
Animation
Throughout the past week, the Animation Team at Depths of Erendorn maintained their focus on expanding the repertoire of generic skills for playable characters. Building upon previous progress, the team continued to develop new animations, adding depth and versatility to character movements within the game. Notably, they showcased the Zentragal "warning shout," albeit with temporary sound and visual effects. Work completed by the team can be seen in the video below.
Visual Effects
Throughout the past week, the VFX Team at Depths of Erendorn demonstrated their creative prowess by crafting a myriad of visual effects for various level 2 abilities. With a combination of concept art and their expertise, they successfully completed effects for Mystic Recharge, Magic Shield, Jolt, Empower Weapon, Sleep, Fear, Confusion, and Arcane Mines. Additionally, the team continued their innovative efforts by creating additional concept art to guide the development of future abilities. This comprehensive work highlights their dedication to enhancing the visual spectacle and gameplay experience of Depths of Erendorn, ensuring players are immersed in a world filled with awe-inspiring magic and mysticism. Examples of the work completed over the last week can be seen below!
That’s it for this week’s devlog, but have you seen our monthly roundup of February yet?!