December Devlog | Week #2 | No. 257

Development
December 22, 2023
February 7, 2024

In the past week, the Depths of Erendorn development teams made significant progress across diverse domains. The 3D Modelling team faced challenges in hairstyling, choosing to temporarily set aside a project due to a creative impasse. They plan to revisit it in the future with fresh perspectives. Concurrently, substantial focus was directed towards the revision of the Centaur model, involving the meticulous task of transplanting the human base mesh onto the horse body. A scale test was also conducted to refine the size difference between humans and centaurs, showcasing their commitment to refining character models for improved visual quality. The Sound team demonstrated meticulous organisation and creativity, tidying and organising their work environment for optimal efficiency. They also made focused efforts on updating Level 2 Generic skills. In a week marked by technical advancements, the Environment team successfully upgraded the game engine, addressing challenges and optimising performance. The Animation team concentrated on refining low-level creatures like Lizards, enhancing their visual appeal with refined poses and animations. This comprehensive overview reflects the multifaceted progress achieved by the Depths of Erendorn teams, each contributing to the game's evolution in their unique capacities. Examples of their ongoing work can be explored in detail 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!

3D Modelling

The 3D modelling team navigated challenges in hairstyling, opting to shelve the current project temporarily due to a creative impasse. They plan to revisit it with fresh eyes in the future. Meanwhile, a significant focus was directed towards the revision of the Centaur model, identified for quality enhancements. The ongoing process involves the meticulous task of transplanting the human base mesh onto the horse body. Additionally, the team conducted a scale test to determine the optimal size difference between humans and centaurs, showcasing their commitment to refining character models for improved visual quality. Examples of their work can be explored below.

Centaur updated model

Height comparison with Human male

Alternate perspective with height scale

Programming

Client

This week has been about ensuring the rest of the team can download and run our newly upgraded source-built version of Unreal Engine 5.3.2, ensuring the appropriate files are uploaded and the project files and plugins are compatible in the new engine. To make the process of upgrading easier for all engine using teammates, time has been taken to work through the process of upgrading by creating a step by step guide for switching over.

Server

The past week was split between ensuring and troubleshooting issues related to the engine transition and finishing up the first version of our new accounts system, the admin portal works now along with all user and admin facing features.  The only thing left now are some further features to tie into analytics and kicking active users when banned via the admin portal instead of in-game.

Additionally, the server team has been busy implementing all the level 2 Skills, now that the spells are completed. As usual with new abilities in the game, often this required going back over much older code to allow for new concepts and mechanics to exist. This includes new Defensive and Damage alteration stats, and the Deal Damage effect block being able to source the caster of an active effect, for it to be able to check the new Damage alteration stat on the caster for modifying DealDamage's damage.

Sound Design

In a week marked by meticulous organisation and focused development, the Sound team at Depths of Erendorn dedicated significant effort to tidying and organising their work environment, ensuring optimal efficiency. With a transition to working from a laptop, the team prioritised merging and backing up files, streamlining their workflow for seamless collaboration. This commitment to organisation lays a strong foundation for future endeavours. Concurrently, the team delved into the creative realm, concentrating on updating Level 2 Generic skills, including Roundhouse Kick, Legsweep, Evade, and Parry. This meticulous approach reflects the team's dedication to refining and enhancing the auditory elements of Depths of Erendorn. Examples of their work throughout the week can be explored below.

Environment Art

In a week of significant technical advancements, the Environment team at Depths of Erendorn successfully upgraded the game engine, marking a pivotal step in enhancing the overall gaming experience. While testing the Nanite landscape, some issues were identified, leading to a prudent decision to revert back to the regular landscape to ensure stability. Undeterred, the team undertook the conversion of all trees and world foliage to Nanite, demonstrating a commitment to leveraging cutting-edge technologies for a more immersive environment. Technical adjustments included changing the default RHI to DX12, a crucial step towards optimising performance. The team's diligence extended to addressing challenges, with fixes implemented for several materials and wind animations that experienced disruptions during the engine transition. Another noteworthy achievement was the enablement of Lumen, further elevating the visual quality of the game. These collective efforts underscore the team's dedication to staying at the forefront of technological advancements while ensuring a seamless and visually stunning gaming environment. Examples of their work throughout the week can be explored below.

Animation

In the past week, the Animation team at Depths of Erendorn maintained their focus on Low Level creatures, particularly the Lizards. A substantial effort was dedicated to enhancing the visual appeal by refining the poses and animations, with a special emphasis on incorporating physics for the Swamp Lizard's tendrils motion in the engine. This meticulous work ensures a more authentic and engaging representation of these creatures. Simultaneously, the team initiated a review and planning phase for necessary improvements to the Harpy, aligning with their commitment to continuous enhancement. On the technical front, the team also undertook the installation of a new engine process, reflecting their dedication to staying updated and optimising workflow. Examples of their ongoing work can be explored below.

Previous walk animation

Updated lizard animations with variants

Iguana enemy animations in progress

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

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