Throughout the past week, Depths of Erendorn's development teams have made significant strides. The 3D modelling team refined the base avian model and crafted intricate wing feathers, while the set piece design team completed assets like a long table and rustic props. The client team addressed gameplay functionality and UI enhancements, and the server team focused on resolving technical challenges. The sound team implemented new SFX and tackled data loss issues, while the animation design team enhanced the Centaur character's animations. Finally, the VFX team finalized level 3 abilities for the Zentragal characters, ensuring seamless integration. 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 the past week, the 3D modelling team at Depths of Erendorn continued their work on refining the base avian model. They successfully completed the low poly mesh for the model and proceeded to sculpt higher detail along the neck and face of the model. Additionally, the team focused on crafting wing feathers to add more intricacy and realism to the bird model when spread out. These feathers were layered on top of each other, akin to the structure of wings found in real-world birds. Examples of the work completed by the team can be seen below.
Set Piece Design
Throughout the past week, the set piece design team at Depths of Erendorn has made significant progress in enhancing the game's environment. They successfully finished the main asset, a long table, along with several accompanying props. These assets have been textured using a rustic wood texture, imparting a handcrafted appearance that exudes ruggedness and sturdiness. This attention to detail enhances the immersion of the game world, providing players with an authentic experience. Additionally, the team commenced work on blocking out throne assets, laying the foundation for the creation of regal and imposing structures within the game. An example of the work completed throughout the week can be seen below.
Programming
Client
Throughout this week, the client team at Depths of Erendorn has been dedicated to addressing various tasks aimed at enhancing gameplay functionality and user experience. A significant focus was placed on resolving issues related to projectile handling in the dry test level, alongside efforts to fix and enable audio in the environment for testing ability sound effects (SFX). During this process, the team encountered additional bugs in the animation system, prompting the implementation of fixes on a per-blueprint basis to prevent the blocking of specific animations from playing. Additionally, the team identified and rectified missing functions in certain blueprints to ensure seamless functionality. Beyond environmental testing, the team commenced the development of the XP bar user interface (UI), which will serve as a vital tool for players to track their progression within the game.
Server
Throughout the past week, the server team at Depths of Erendorn focused on a combination of research, planning, and management tasks, alongside implementing smaller code tweaks and improvements. Notable changes included a significant overhaul in how progression data is maintained and transmitted between servers to ensure consistency and prepare for upcoming changes related to levelling up, adventure completion, and bonus XP. Additionally, container handling was updated, and fast travel points are now sorted server-side before being sent to the client, enhancing efficiency. The team also investigated server issues concerning disk space and cluster restarts, identifying solutions to mitigate disruptions, albeit requiring occasional manual intervention. This week, the team addressed deep-level bugs concerning enemy locations and a newly emerged mutex lock issue resulting from fixing conflicting functions accessing entity locations simultaneously. These efforts demonstrate the team's commitment to maintaining server stability and resolving technical challenges promptly and effectively.
Sound Design
Last week, the sound team at Depths of Erendorn dedicated their efforts to implementing new sound effects (SFX) into the game. This task consumed most of the week as the team waited to accumulate a substantial amount of SFX to implement. Additionally, the team undertook general housekeeping tasks, such as checking all Blueprints and fixing errors, deleting outdated or unused files, and organising folders for improved efficiency. During this process, the team discovered a few SFX that were overlooked and some new abilities that were not included in their lists. These will be created and added to the game this week, ensuring that all current abilities are fully functional in the engine by Friday. Despite encountering challenges due to a recent hard drive failure, resulting in the loss of some data, including certain Generic spells and level 3 abilities, the team remains committed to remaking these missing elements. Furthermore, the team created additional passive abilities and general magic buffs, serving as temporary placeholders for unfinished sounds. Examples of the work completed throughout the week can be seen below.
Animation
Over the past week, the animation design team at Depths of Erendorn has been focused on enhancing the realism and functionality of the Centaur character's animations. Initially, attempts were made to integrate physics-based animations for the armour clothing within the engine, but the results were unsatisfactory, leading to a strategic shift. Consequently, the team modified the character's rig by adding new bones specifically designed to manually animate the armour clothing, ensuring a more natural movement. Subsequently, weight painting was applied to the armour to further enhance its realistic motion with the character's movements. Additionally, existing animations were adjusted to accommodate the new bones, although a few more tweaks are needed for optimal performance before integrating them into the engine. Looking ahead, the team's next steps involve finalising the animation adjustments and implementing the meshes and animations into the engine, bringing the Centaur character to life in the game environment. Examples of the work completed throughout the week can be seen below.
Visual Effects
Throughout the past week, the VFX team at Depths of Erendorn finalised the level 3 abilities for the Zentragal characters, as showcased in the accompanying video featuring placeholder spiders for clarity. Notably, the Soultwist ability, although previously created, underwent significant rework to address previous setup inadequacies and errors. The team ensured that the ability now runs more efficiently and follows the same setup standards as other effects. While retaining the general shape of the ability, adjustments were made to improve its overall functionality and performance. Examples of the work completed throughout the week can be seen below.
That’s it for this week’s devlog, but have you seen our monthly roundup of April yet?!