October Devlog | Week #3 | No. 150

Development
October 20, 2021
December 8, 2021

Last week we saw the team developing new assets and set pieces for our settlements, we crushed a few more bugs with our server migration and brought a few 'creepy-crawlies' to life. As always, join us on Twitter, Instagram, and Reddit for daily updates on Depths of Erendorn - now let’s get into it!

Environment

Our Environment team continued work on the planned move to Unreal Engine 5 this week. This transition requires a large amount of testing, to ensure that the software (and our hardware) are capable of the changes we want to implement. This means building worlds, testing different technologies and understanding how it can all be applied to our game. Stay tuned for more updates on this in the coming weeks!

Set Piece Design

Our Junior Environment Artist continued to research and work on more rustic assets to spice up the current set pieces/set dressing we already have. She added two new beds, a brazier, a chair, a bench and a bucket. with loads more planned for the coming weeks. Variety is key when it comes to this, as repetitive use of props can lead to things feeling too uniform and regimented.

Programming

The programming team have been focused on converting the testclient to it's new modular form this week. This has come with its own array of obstacles, such as bugs that need fixing, and the docker containers (small, local virtual machines that'll run code for you) refusing incoming connections from the testclient, thanks to overly strict security. This week has also been about updating the lobbies and the settings that are available to them, as well as some big changes to how Depths of Erendorn loads and prepares for gameplay. Some key updates have been applied to the new GoLang Server to facilitate combat in and out of dungeons. Finally, the Client has seen an overhaul in how different aspects of gameplay are constructed and utilised by making use of 'Sessions'.

  • Lobby Updates - Continuing on from last week's reintegration of lobbies, this week has seen an update as to how lobby settings are changed and communicated. This opens up many of the new options provided when deciding which dungeon to explore; the number of rooms, enemy dungeon subsets, event types, item reward types and set pieces used in room generation. These can now all be selected prior to entering. This will provide a great boost to our ability to test and refine dungeon generation in many different ways that were previously not possible.
  • Sessions - In order to handle the different aspects of gameplay we want to provide in Depths of Erendorn, both in dungeon and out in the open world, some major changes have needed to be made to the way we structure loading. As gameplay in the world and dungeons have different requirements but make use of a lot of the same code and information, we have made two different 'Session' types. A session that a player connects to will either be a 'World Session' or a 'Dungeon Session'.  Each Session shares the same base code, but allows us to tailor each Session to our needs while having the same base functionality. This gives us a lot of scope for different session types whilst keeping it maintainable. The 'World Session' is very minimal while we reintegrate the Dungeon gameplay in the client with our new Dungeon Session.

Animation

This week our Animation team rigged and skinned the Beetle and Scarab models we have. They created the animation set and exported the SK mesh to the engine. These low level enemies will be some of the first you encounter, when setting out on your journey through Erendorn.

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

LATEST NEWS

March 24, 2025
2025-03-24 19:00
March 24, 2025
Development
March Devlog | Week #2 | No. 316
The latest week of development at Depths of Erendorn saw focused efforts across multiple teams, leading to notable refinements and enhancements within the game. The 3D Modelling team embarked on remaking the Vampire Bats, sculpting their sinister forms to elevate their realism.
March 18, 2025
2025-03-18 19:00
March 18, 2025
Development
March Devlog | Week #1 | No. 315
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.
March 12, 2025
2025-03-12 19:00
March 12, 2025
Development
Monthly Devlog | February 2025 | No. 73
Throughout February, the entire team at Depths of Erendorn has continued to make strides in developing key elements of the game, refining creature assets, environments, gameplay mechanics, and immersive audio.
March 11, 2025
2025-03-11 19:00
March 11, 2025
Development
February Devlog | Week #4 | No. 314
This week, the team at Depths of Erendorn made considerable progress across all areas of development, focusing on refining existing assets, optimising gameplay systems, and enhancing the immersive experience of the game world.
VIEW MORE..