July Devlog | Week #3 | No. 333

Development
July 25, 2025
July 25, 2025

As development on Depths of Erendorn continues to advance, last week saw meaningful updates across a number of core systems and visual features. From backend refinements and quest-related UI upgrades to audio synchronisation and texture experimentation, each team brought focus to areas that support both gameplay and worldbuilding. Whether enhancing the accuracy of map-based quest markers, improving combat loot logic, or refining environmental ambience and VFX efficiency, these collective efforts contribute to a more responsive and immersive player 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

Progress on the Boar enemy continued last week as the 3D Modelling team completed the retopology and UV unwrapping stages, moving the creature one step closer to full implementation. With the base colours for the body now established, work has shifted to refining the texture pass, with a particular focus on developing a high-quality fur treatment. Early testing of a new fur texturing method showed limited success, prompting a pivot toward generating custom fur textures to better capture the look and feel required. This approach is expected to yield more bespoke and visually consistent results across Erendorn’s creature line-up as work continues.

Base colour for Boar

Finalised retopology for model

Fur texture in progress

Programming

Client

Shifting focus from recent performance work, the Client team spent last week implementing new quest-related functionality designed to improve player navigation and objective clarity. With earlier optimisations to character creation asset processing now complete, development turned to integrating Points of Interest (POIs) into the questing system. These POIs provide visual guidance for players by marking the general location of quest objectives during adventures. Initial work concentrated on the user interface—specifically, enabling the spawning, scaling, and removal of map markers in response to player interactions within the quest book. This foundation sets the stage for more intuitive and informative quest tracking in upcoming builds.

Server

Building on the recent expansion of Erendorn’s event systems, the Server team continued developing new event content last week while addressing several functional improvements behind the scenes. Key updates included the addition of location tracking within event storage, enhancing how event data is managed and retrieved. Combat loot distribution for early encounters was also corrected, and consumables now behave differently when dropped randomly—avoiding conflicts with the Round Robin system. Dialogue handlers authored in the Dialogue Editor were successfully integrated into server logic, enabling more dynamic interactions between events and player choices. Map marker behaviour was also refined, allowing relevant markers to appear upon quest acceptance rather than only at the start of an adventure. To support these systems, several new event block templates and their associated data were added to the editor, followed by focused bug fixing to ensure stability across recent additions.

Sound Design

Last week, the Sound team focused on improving the integration and responsiveness of in-game audio, with a particular emphasis on character animation and environmental ambience. New animation notifiers were added to ensure sound effects align more precisely with updated movement cycles—enhancing the believability of character interactions. In the environment, attention turned to refining the dynamic wind system, which has now been adjusted for a more natural and less overwhelming presence in the mix. Early work also began on rebalancing the audio for weather effects, with further updates to be shared in the coming weeks as mixing progresses. These refinements help strengthen the overall coherence of Erendorn’s soundscape as the world continues to evolve.

Visual Effects

Last week, the VFX team continued their push for optimisation, focusing on reducing material complexity and improving performance across particle-based effects. A new single-material fire effect was developed as part of this effort—successfully maintaining visual quality while cutting down on rendering overhead. Work also continued on reducing draw calls from particle systems, particularly those using transparency, which often appear as heavy offenders in the engine’s optimisation tools. While some level of cost is inherent with transparent particles, efforts are underway to lessen their impact without compromising visual clarity, helping to balance performance and aesthetic fidelity across Erendorn’s effects library.

Newly created fire effect

Unoptimised transparency particles shown in red for development simplicity

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

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