The past week has witnessed good progress across various aspects of Depths of Erendorn. The 3D modelling team achieved key milestones by completing the unwrapping and baking process, paving the way for detailed texturing of assets. Their attention to detail is evident in the choice of opulent colours like gold, red, and brown, enhancing the armour's aesthetic. The programming team focused on functional and visual updates to Active Effects, addressing UI bugs, and planning for improved entity position synchronisation. Meanwhile, the sound team expanded their efforts by introducing new layers for magic effects, including impactful Sub Bass Hits, and collaborated with the Client-side team to enhance the Ocean Spline Blueprint for seamless audio integration. The environment team's work on settlement upgrades continued with meticulous planning, modular piece creation, and research into materials and construction methods, promising a visually appealing and immersive game world. 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!
The 3D modelling team at Depths of Erendorn has achieved significant milestones in the past week. They successfully completed the unwrapping and baking process, a critical phase in preparing 3D models for texturing. Currently, the team is actively engaged in the intricate process of texturing the assets. By employing a palette of rich and captivating colours such as gold, red, and brown, the team is cultivating an opulent yet earthy aesthetic for the armour. Examples of the work completed by the modelling team throughout the week can be seen below.
This week has been focused on applying functional and visual updates to Active Effects in line with the changes made to Abilities last week. Also some time was spent addressing bugs in the UI and combing through nearly every widget we have to check for and fix any minor but noticeable issues. Mostly these have been cases where interactive elements were not functioning correctly such as highlight effects on hovered elements or unwanted resizing of buttons when clicked. The major bugs have been in the character creation screen where some elements were being incorrectly initialised or failing to update when expected. Finally, the programming team would work on adjusting code to reduce potential desync and continued to plan the next phase of the Navdata. Additional work completed by the team can be seen below!
- Updated Active Effect Tooltip Widget in line with Ability Tooltips, Active Effect Tooltips now take up less onscreen space and are updated on hover further reducing the amount of widgets stored.
- Added the capability for Active Effects to be hidden until the affected character is selected or hidden to players at all times. By having an option for this setting on each Active Effect we're now able to reduce UI clutter and information overload players might experience fighting larger crowds of enemies.
- Updated how Active Effects update their durations and remove themselves cutting down the number of objects being checked when update logs occur.
During the past week, the sound team working on Depths of Erendorn, expanded their efforts by creating additional layers for magic effects, focusing on Sub Bass Hits to intensify the impact of powerful spells. They collaborated with the Client-side team to enhance the Ocean Spline Blueprint, ensuring that audio seamlessly follows the camera's movement. This achievement was made possible by strategically implementing Volume triggers around the coast, enabling a more immersive and dynamic audio experience. Examples of the work completed throughout the week can be seen below.
The environment team at Depths of Erendorn has been diligently working on the settlement upgrade planning and design process. They have entered the reference gathering and research stage, where they are actively seeking solutions that balance maximum visual appeal, optimisation, and modularity. This forward-thinking approach is aimed at ensuring a seamless and captivating player experience. The team has made significant strides by creating primary modular pieces and assembling a basic structure for testing purposes, laying the foundation for the upcoming enhancements. Additionally, they have crafted a floorboard texture for the interior of settlement houses using Substance Designer, adding to the immersive quality of the in-game environment. Roof materials and construction methods are also being meticulously researched, with the intention of bringing authenticity and detail to the game world's architectural elements. Examples of the work completed by the team can be seen below.
That’s it for this week’s devlog, but have you seen our monthly roundup of July yet?!