August Devlog | Week #1 | No. 336

Development
August 15, 2025
August 15, 2025

Erendorn’s development advanced on multiple fronts this week, with teams delivering progress across visual design, gameplay systems, and technical optimisation. The 3D Modelling team continued shaping the imposing Arcane Giant, refining its proportions and armour to convey both magical authority and formidable presence. The Server team rolled out significant upgrades to the Events and Dialogue systems, enhancing functionality, performance, and tool usability while resolving critical bugs. Animation development explored a new, more efficient method for rigged, physics-enabled hair, and began work on the Minotaur’s animation foundation. Meanwhile, the VFX team refined the all-in-one fire emitter, achieving promising results in texture-driven performance gains and preparing for further in-game visual enhancements. Together, these updates bring fresh depth, character, and stability to the evolving world of Erendorn. 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 progressed with the sculpting of the Arcane Giant, focusing on defining the imposing form and distinctive armour that set these mystical beings apart. The current stage emphasises establishing the core shapes and proportions, ensuring the design captures both the sheer physical presence and the arcane elegance that characterise these towering spellcasters. Armour detailing is being developed to reflect their magical heritage, with layered plating and sharp contours hinting at both protection and ceremonial significance. Once the sculpt is finalised, the model will move toward refinement and preparation for texturing, bringing the Arcane Giant closer to taking its place within Erendorn’s world.

Arcane Giant model rework in progress

Programming

Server

To close out the week, the Server team delivered a wide range of improvements aimed at strengthening both the Events and Dialogue systems while also addressing performance and stability. The Events Editor received new location selection options, a context-driven runtime block for more dynamic event behaviour, and UX refinements to streamline content creation. Settlement quest activity markers were corrected to ensure valid location data is sent to the client, enabling accurate map marker placement. The Dialogue Editor saw the most significant updates, with a major bug in response handling resolved restoring the ability for dialogues to trigger in-game effects, and new conditional text responses introduced for more reactive NPC interactions. Backend adjustments were made to address data-saving issues caused by large integer values, alongside further UX enhancements. Beyond these tools, activation range logic was optimised to improve server and client performance, while enemy roaming distances were reduced to balance world activity with resource efficiency. Multiple event block fixes, combat logic refactors, and stability updates, targeting adventuring crashes and stuck entity states, rounded out the week, paving the way for more reliable testing and smoother gameplay.

Animation

This week, the Animation team trialled a new method for implementing character hair, enabling it to be fully rigged and respond to physics while remaining anchored to the head achieved without relying on additional blueprint nodes that had previously introduced errors. This streamlined approach promises greater stability and efficiency, ensuring dynamic hair movement without compromising performance. Alongside this, work began on the Minotaur, laying the groundwork for bringing this formidable creature to life through animation in the weeks ahead.

New hair rig in engine

Hair rig on walking character

Minotaur rig work in progress

Visual Effects

This week, the VFX team pushed forward with development on the new all-in-one fire emitter, focusing on achieving as much of the visual impact as possible directly through texture work. By handling the bulk of the effect within the textures, the team is aiming for both improved performance and a convincing, dynamic fire aesthetic. The material preview already shows promising results, and attention has now turned to refining its in-game presentation. Plans include experimenting with custom mesh shapes to introduce greater movement and depth to the flames, further enhancing the sense of realism and energy in the final effect.

Captures of fire effects in engine

Flame effect in action

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

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