June Devlog | Week #1 | No. 327

Development
June 12, 2025
June 12, 2025

Development across Depths of Erendorn continued with a strong focus on polish and preparation for upcoming gameplay systems. From the introduction of a Dialogue Editor to improvements in visual atmosphere and character presentation, each team contributed to building a more immersive and responsive experience. The 3D Modelling team advanced the Necromancer towards in-game readiness with detailed texturing, while the Environment team addressed key issues in the weather system and lighting balance. On the animation side, the Forest Druid received a full suite of updated poses and movement, pushing the character closer to final integration. Meanwhile, server-side efforts tackled bug fixes and backend infrastructure for dialogue-driven content. Together, these updates reflect the steady evolution of Erendorn’s systems and style. 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 focused on texturing the Necromancer character, bringing the sculpted form closer to its final in-game appearance. Work included applying detailed material definitions across the character’s various components, such as the layered robe, skeletal ornamentation, and arcane accessories. Special attention was given to the contrast between dark fabrics, polished metal, and glowing gem elements, helping to establish a visual hierarchy that supports the Necromancer’s ominous presence. With all core parts now textured—including the hood, antler-like crown, and skull chains—the character has reached a more cohesive and expressive state, ready for upcoming implementation stages within Erendorn.

Texture work for the Necromancer

Programming

Server

This week, the Server team focused on improving system behaviour around item use and ability casting, alongside beginning work on a major new feature to support in-game dialogue. Several bugs were addressed, including issues with ability casting outside of combat and problems with consumable item usage. A vendor-related fix was also implemented—ensuring that when a player's consumable container is full, any additional purchased items are now correctly redirected to the stash rather than being lost. In parallel, development began on a new Dialogue Editor designed to complement the existing Events Editor. The tool includes a list view, canvas view, and built-in simulator for previewing dialogue flows, along with a supporting backend API for storing and accessing created content. This system will streamline the creation of branching conversations and narrative interactions, making it faster and more efficient to build dynamic story elements throughout Erendorn.

Environment Art

This week, the Environment team focused on resolving several visual and performance-related issues tied to the game's atmospheric systems. The weather system, which had been experiencing functionality problems, was restored to working order—ensuring dynamic weather effects once again operate as intended. Lighting conditions were also rebalanced, with adjustments made to both day and night cycles to establish distinct moods while maintaining sufficient visibility for gameplay during darker hours. Fog settings were refined within the weather system’s assets, reducing the likelihood of excessive visual obstruction and improving scene clarity. Additionally, a pass over the environment uncovered and removed duplicate tree assets, which should result in a modest improvement to overall performance. Examples of the work completed by the team can be seen below.

Snow storm improved visibility

Improved fog visibility

Animation

This week, the Animation team continued work on the Forest Druid character, focusing on finalising a set of updated animations to enhance both realism and personality. A more feminine idle pose was created as the new foundation, designed to serve as a unified stance suitable for both combat and non-combat scenarios. Several legacy animations were replaced with new motion sets that better align with the updated posture, while a handful of original clips are being retained and reworked to match the revised pose. Although engine-related issues have temporarily delayed in-game implementation, the updated animations and hair are prepared for integration once those obstacles are resolved. These changes represent a significant step forward in refining the Forest Druid’s presence and responsiveness within Erendorn.

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

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