November Devlog | Week #1 | No. 252

Development
November 17, 2023
December 14, 2023

This week at Project Gamechanger, the 3D Modelling team demonstrated their proficiency by initiating the creation of a short hairstyle using a new tool. The showcased examples underscore the team's ability to construct diverse hairstyles, featuring short sides and slightly longer strands on top to emphasise contrast for future variations. Their dedication to player customisation is evident as they continually expand the repertoire of hairstyles in the game. Meanwhile, the programming team brought a newer member of the team up to speed with the action system, alongside strategic planning and preparations for the next stages of development. The server team focused on reintegrating polished code for the internal milestone and refining new inventory functions. In the realm of sound, the team engaged in strategic planning, developing new SFX for Zentragal abilities, and crafting new Talent Abilities for the Watertarg. Notably, the VFX team achieved a milestone by creating a versatile VFX Master material, streamlining their workflow for enhanced efficiency. 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 Modeling team at Depths of Erendorn initiated the creation of a short hairstyle, showcasing their proficiency with a new tool. The examples provided demonstrate the team's ability to construct diverse hairstyles, with a focus on short hair on the sides and slightly longer strands on top, emphasising contrast for future hairstyle variations. The team's dedication to providing players with customisation options for character appearance is evident in their ongoing efforts to expand the repertoire of hairstyles in the game. An example of the work completed throughout the week can be seen below.

Short potential hair style

Programming

Client

This week has been about reflecting on our previous milestone and looking forward to the next to break down the steps required to get there. As the next milestone involves adding new characters and abilities some new developer tools have been planned to smooth out the process of implementing them. Also, this week has involved some more getting to grips with the new parts of the engine, particularly on learning the action system, as well as some planning ahead for the next stages of development. Additionally, the team been working on adding functions to logs and events to allow us to test them in a purely client based environment.

Server

This week, the server's been busy reintegrating all the code worked and polished on for the internal milestone that's been created since the Navdata branch of the game was created. Additionally, some time has been put towards new inventory functions that allow when we do or don't save to the game's database for certain actions more granularly.

Sound Design

Last week, the Sound team at Depths of Erendorn engaged in strategic planning for upcoming weeks, organising tracking sheets for efficient task management. A notable focus was on new sound effects (SFX) for Zentragal abilities, with the sounds acting as placeholders until visuals are developed. The team ensured that these sounds incorporate the right elements based on descriptions, with plans to update the composition to align with visuals once they are ready. Progress continued with the creation of new Talent Abilities, transitioning from Forest Druid to Watertarg abilities such as Hydro Transference, Tidal Surge, Orbiting Arcane Swords, and Ancient Timeshift. This comprehensive approach showcases the team's commitment to meticulous planning and ongoing development of immersive audio elements for Depths of Erendorn. Examples of the work completed by the team can be seen below.

Visual Effects

This week, the VFX team at Depths of Erendorn achieved a significant milestone by creating a VFX Master material. This versatile material, encompassing a comprehensive set of options, allows the team to streamline their workflow by relying on material instances of the Master Material, eliminating the need to create new materials frequently. The team showcased the remarkable variety achievable with just a few options in an extensive video, highlighting the flexibility and efficiency brought about by this innovative approach. Examples of the versatility of this new effect can be seen in the video below.

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

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