November Devlog | Week #3 | No. 303

Development
November 29, 2024
December 2, 2024

Over the past week, the development of Depths of Erendorn has seen progress across all departments, with notable advancements in character design, environment creation, gameplay systems, and visual effects. From refining the Minotaur character textures and crafting immersive marketplace assets, to implementing crucial camera and quest system updates, every aspect of the game continues to evolve. The game world itself has become even more vibrant with enhancements to natural elements like grass and trees, while abilities and visual effects have been polished to ensure a seamless and dynamic player experience. These efforts collectively bring the rich, immersive world of Erendorn closer to completion, with each update contributing to a more refined and engaging RPG experience. 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 at Depths of Erendorn made significant strides in completing the texturing phase for the Minotaur series of characters. With most of the work now finalised, only the highest-level armour set remains to be finished. These textures are designed to reflect the Minotaur's’ formidable presence and intricate design, ensuring that their visual representation aligns seamlessly with the game’s concept art and world-building. Once completed, this process will mark a key milestone in bringing the Minotaur to life as imposing and visually captivating characters within the game. Examples of the progress made throughout the week can be seen below.

Base level textures for Minotaur character

Lightly armoured Minotaur textures

Work in progress heavy armour Minotaur

Set Piece Design

Over the past week, the Set Piece Design team at Depths of Erendorn has been focused on creating assets for the upcoming marketplace pack. Progress was made on developing new tileable materials specifically designed for use on these marketplace assets, ensuring a cohesive and polished aesthetic. Significant progress was also made on constructing the wooden structures for the market’s various stores, laying the foundation for an immersive and vibrant trading hub within the game world. Looking ahead, the team is preparing to introduce a fabric store to the marketplace, adding another layer of depth and variety to this bustling in-game environment. Examples of the work completed by the team can be seen below.

Various produce for market stalls

Additional produce for market stalls

Programming

Client

Over the past week, the Client team at Depths of Erendorn has made significant progress on implementing camera upgrades to enhance gameplay experience. The tethering system is now functional, allowing the camera to automatically follow the movements of either the local player character or a selected ally. This default tracking can be overridden with panning camera input, enabling free movement as before, but with a speed reduction as the camera moves further from its initial target. Work is currently underway to introduce a constraint that limits the free camera’s distance from its subject while the subject is in motion. Although this feature remains in progress, some challenges—such as a mysterious issue causing the camera to delete itself—are actively being addressed. These upgrades aim to provide a smoother and more intuitive experience for players navigating the world of Erendorn.

Server

This week, the Server team at Depths of Erendorn continued making progress on integrating Quests into the game, enabling them to become a seamless part of the Party system. Party leaders can now select a Quest, and any members joining the party thereafter will automatically receive the same Quest information, ensuring cohesive gameplay for all participants. Alongside this, work has resumed on Dungeon functionality, focusing on refining the way NavEdits—data that defines the Dungeon’s grid layout—are created and communicated to the Client. These updates are key to improving Dungeon exploration and ensuring quests function cohesively within the game’s intricate systems.

Environment Art

This week, the Environment team at Depths of Erendorn focused on enhancing the natural elements of the game world. Landscape grass was improved to dynamically inherit colour from the specific area of the terrain where it is placed, creating a more cohesive and immersive environment. Oak trees received upgrades, including the implementation of a new wind system that adds subtle and realistic movement to their canopies. Additionally, new spruce trees were created and added to the game, further diversifying the forested areas and enriching the visual variety of Erendorn’s landscapes. These updates continue to elevate the realism and aesthetic quality of the game’s natural environments. Examples of the work completed by the team can be seen below.

Landscape improvements across the initial area

Improved landscape at player level

Improved trees in the initial area

Visual Effects

This week, the Visual Effects team at Depths of Erendorn made significant progress on the current batch of abilities, completing the concept sheet and finalising several of the abilities themselves. During this process, the team also identified and resolved issues with certain materials, converting them from standard colour/greyscale modes to Virtual Colour/Virtual Greyscale to optimise their functionality and integration. These updates ensure that the abilities not only perform seamlessly in-game but also maintain the high visual standards expected in the world of Erendorn. This steady progress continues to enhance the immersive combat experience for players. Examples of the work completed by the team can be seen below.

Concepts for next batch of abilities

First batch of ability updates

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

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