September Devlog | Week #1 | No. 144

Development
September 7, 2021
January 13, 2022

Highlights in this week’s devlog include a look at some level 1 characters that have been imported into the engine, as well as new sound effects for the Lucky Idol set piece! As always, join us on Twitter, Instagram, or Reddit for daily updates on Depths of Erendorn - now let’s get into it!

3D Modelling

More sculpting work was carried out on the new armour set last week, with attention being paid to refining the shapes a little more and adding in new details. It’s still in it’s blockout phase, but here’s a before and after of some of the changes:

ZBrush blockout from a couple of weeks ago
New blockout progress from last week

Animation

Last week, our Animator continued rigging, adjusting, skinning, and importing various level 1 characters into the engine. These include the:

Here’s a quick glimpse at some of the characters that were imported. In order of appearance, you’ll see the Zullra, Stone Golem Slaver, Rockbark Sapling, Rhinogar Warrior, and the bear:

Sound Design

New sound effects were created for the Lucky Idol event set piece last week. If you follow us on socials, or have read our past devlogs, you’ll know that coming across this Idol will grant players with a rare blessing - so keep an eye out for a glowing four-leaf clover!

The sound effects really help to enforce the fantastical atmosphere surrounding this set piece, and they move nicely with the particle effects circling the Idol. Take a listen:

https://depthsoferendorn.blob.core.windows.net/assets/Lucky-Idol.mp4

Programming

Golang Server

Last week, the Golang Team was busy with more refactoring work, which they managed to squeeze in before the upcoming server switch. The week was predominantly focussed on implementing the new version of ‘AddStat’, a function that improves the workflow of changing an entity’s stats. Before this, if we wanted to, for example, slow an entity down or give them more energy, there were multiple different ‘effect blocks’ in the code that we’d have to use, such as:

  • Add-Stat
  • Add-Stat-With-Counter
  • Remove-Stat
  • Remove-Stat-Up-To
  • Set-Stat

...To name a few! Naturally, this became a headache for many reasons, mainly because of the confusion of having to decide which effect block was needed, as well as having to update every single one of those functions whenever a bug required fixing, or a new feature needed to be added.

With the new function, all of that spaghetti has been removed, and we have ourselves a nice clean plate of one, single AddStat. This handles all edge use cases on its own, thanks to the fact that we can have twice as many input fields on effect blocks with the SQL server rework.

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

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