February Devlog | Week #4 | No. 265

Development
March 5, 2024
March 5, 2024

In the latest efforts from the team working on Depths of Erendorn. The 3D modelling team added detailed eyebrows and eyelashes to the Centaur, refining authenticity. The "Veloxian explorer series" equipment was seamlessly refitted onto the new base mesh. Simultaneously, Combat updates continued, enabling multiple floors in Combat Regions and refining ability targeting and movement. The server team optimised the 3D navigation system, focusing on ranged enemy handling, bug fixes, and performance improvements. The Sound Team diligently updated abilities, refining mixes and addressing audio nuances. The VFX team honed level 2 spells, crafting striking visual effects showcasing arcane and void magic. Explore their detailed achievements and examples of work below, emphasising the team's dedication to enhancing the Depths of Erendorn experience. 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

In the recent strides of 3D modelling for Depths of Erendorn, the team ventured into fine details by crafting eyebrows and eyelashes for the Centaur. While recognising the potential need for refinement in the future, the current iterations meet the suitability standards. Additionally, the team adeptly refitted the "Veloxian explorer series" of equipment onto the new base mesh. These precise additions contribute to the depth and authenticity of the Centaur character, showcasing the team's dedication to refining visual elements in the game environment. Explore the detailed progress and achievements below.

Re-adjusted armour for the Veloxian explorer

Work in progress eyebrows and eyelashes

Programming

Client

This week has been about continuing to update Combat to make use of our new navigation system, creating helper functions that allow existing Combat systems to function the same way but with the capacity for multiple floors to be included in Combat Regions. Additional work completed by the team can be seen below.

  • Finished updating Combat Regions to function in 3D.  Combat Regions are the class responsible for an individual Combat grid and it's contained tiles.
  • Updated ability targeting across all target types, players can now use abilities again.
  • Updated the Combat Movement Submanager to use the new NavIndex system, characters can now move again in Combat.

Server

During the previous week, my focus was on updating the grid mesh generation and providing support for the 3D ray tracing functions, specifically for Line of Sight (LOS) checking on the server. Additionally, I dedicated time to investigating server bugs that led to unresponsiveness. This week, the server team has persisted in efforts to fix and optimise the new 3D navigation system for adventures. Tasks included refactoring how ranged enemies in combat handle distance and line of sight checks using the newly developed 'raytrace' method. Addressing issues with server-to-server party transfers, particularly their location upon switching servers, was another priority. Furthermore, optimisations for event spawning were implemented, contributing to overall server performance enhancements.

Sound Design

Throughout the week, the Sound Team has been diligently focused on the ongoing task of updating abilities. This involved making minor adjustments to the mixes, incorporating new source files, adding extra layers, and refining audio elements. The team's attention to detail is evident in actions such as clearing up "muddy" sounds through EQ adjustments and addressing reverb issues. These continuous refinements contribute to the overall improvement of the auditory landscape within Depths of Erendorn, showcasing the team's commitment to delivering a rich and immersive audio experience. Examples of their dedicated work throughout the week can be explored below.

Visual Effects

In the recent development cycle, the VFX team at Depths of Erendorn delved into the refinement of level 2 spells, specifically Magic Stitches and Rapid Requisition. This involved an iterative process of hacking and planning to craft mythical visual effects characterised by striking colours, including captivating shades of purple and blue. The intent was to vividly showcase the arcane and void magic utilised in these spells. While the work is ongoing, the team has made substantial progress in bringing these magical elements to life, and their dedication to creating visually stunning effects is evident in the detailed progress and examples of their work provided below.

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

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