April Devlog | Week #1 | No. 270

Development
April 12, 2024
June 19, 2024

Over the past week, the team at Depths of Erendorn has made strides in various aspects of development. The 3D modelling team initiated the retopology process for the Revenant character, ensuring efficiency while retaining intricate details. Meanwhile, the set piece design team crafted a large barrel, adding rustic charm to the tavern in the settlement redesign. On the client side, efforts were focused on enhancing gameplay functionality, including Post-Combat loot and new ability implementation. Simultaneously, the server-side team addressed memory-related issues and optimised server performance. Examples of the team's work throughout the week can be explored below. 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!

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3D Modelling

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Over the past week, the team at Depths of Erendorn has initiated the retopology process for the Revenant character, a crucial stage in the 3D modelling workflow. This essential step involves creating a low poly model onto which all the intricate details from the high poly sculpt can be projected. By doing so, the team ensures the efficiency of the model while retaining the intricate detail captured in the sculpting phase. Once the retopology is completed, the team will proceed to texture the model, marking the final stage before it is handed over to the animation team. This systematic approach ensures the seamless transition of the character model through various production stages. An example of the work completed throughout the week can be seen below.

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Revenant retopology progress

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Set Piece Design

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Following last week's work on the barrels, the set piece design team at Depths of Erendorn has dedicated their efforts to crafting a large barrel intended for decoration within the initial area and beyond. Throughout the week, the team worked on finalising each stage of production for this asset, ensuring its readiness for integration into the game engine. By incorporating dark woods and iron textures, the team has successfully imbued the barrel with a rustic feel, perfectly suited for placement within the tavern in the latest redesign of the settlement. Notably, the barrel features a tap on the front, adding to its functionality and enhancing immersion within the game world. An examples of the work completed by the team can be seen below.

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Large wine barrel finalised textures

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Programming

Client

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This week, the client-side team at Depths of Erendorn focused on several key tasks aimed at enhancing gameplay functionality. They continued to develop Post-Combat loot functionality by adding lootable interactables and laying the foundation for interactable characters. Additionally, work went into implementing the ability for players to gain new abilities by levelling up and speaking to a Trainer NPC in the Settlement. The team also dedicated time to updating animation blueprints and adding new ones for various new abilities. Following the completion of these tasks, they focused on testing the animations and hunting down bugs caused by the changes, ensuring a smooth and immersive gaming experience for players. Additional work completed throughout the week can be seen below.

  • Updated the Interactable Interface to allow characters to be treated as interactables.
  • Added in combat loot container interactable to allow players to get combat loot if a body is not lootable.
  • Laid the groundwork for making bodies lootable.
  • Updated how progress is displayed in line with changes to combat rewards.
  • Implemented XP Cheat to allow us to test new level up mechanics.
  • Created a Level Up Panel for displaying and selecting new abilities when speaking to the training NPC.
  • Added the Level Up Request to allow the client to send ability choices.

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Generic skills implemented throughout the week:

  • Jab
  • Parry
  • Slam
  • Rescue
  • Roundhouse Kick
  • Guard
  • Legsweep
  • Warning Shout
  • Shield Bash
  • Unguarded Attack

Generic spells implemented throughout the week:

  • Animated Sword
  • Arcane Lash
  • Arcane Mines
  • Arcanic Provocation
  • Attack of Pursuit
  • Celerity
  • Confuse
  • Decay
  • Earthen Gust
  • Embers
  • Empower Weapon
  • Enchant Weapon
  • Fear
  • Fortification
  • Healing Pulse
  • Jolt
  • Kinetic Crush
  • Lightning Pulse
  • Magic Binding
  • Magic Shield
  • Magic Stitches
  • Mind Lock
  • Mystic Recharge
  • Mystic Shell
  • Parasites
  • Rapid Requisition
  • Sharpening Restoration
  • Spear of Light
  • Static Impact
  • Tether
  • Weakening Veil
  • Withering Blast

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Server

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This week, the server-side team at Depths of Erendorn focused on addressing memory-related issues and enhancing the testing environment to align with the planned production environment. They tackled memory consumption issues and devised strategies to optimise server performance, including reducing RAM consumption and CPU cycles required for pathfinding loops. Additionally, efforts were made to improve logging, making it easier to track and address new issues efficiently. The team also tested and partially implemented the Level Up command and dev cheats, enhancing playtesting and progression system implementation. Additional optimisations were made to the chunk spawning code. The remainder of the week was dedicated to creating a new in-game event involving a Necromancer encounter, adding depth to the game world. These collective efforts demonstrate the team's commitment to enhancing server-side functionalities and optimising gameplay mechanics in Depths of Erendorn.

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

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