March Devlog | Week #1 | No. 266

Development
March 9, 2024
April 12, 2024

In the latest week at Depths of Erendorn, teams achieved key milestones. The 3D Modelling team refitted past equipment for the Centaur, creating four distinct classes. The Client-Side Programming team optimised combat elements in the new Navigation System. The Server-Side Programming team implemented a data-sharing cache system, overcoming challenges for seamless operation. Simultaneously, the Animation team advanced generic skills, showcased in a video featuring characters like the Forest Druid and Human Knight. The VFX team focused on level 2 spells, making significant progress. These collective efforts highlight the commitment to enhancing visuals, gameplay, and technical aspects in Depths of Erendorn. Explore detailed examples of their work in the updates provided 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 at Depths of Erendorn accomplished significant milestones in the past week by completing the refitting of previous equipment to the new Centaur base. This marks the successful adaptation of past assets, enhancing the visual diversity of the Centaur character. With this completion, four distinct classes of the Centaur are now prepared for the wild landscapes of Erendorn. The team's attention to detail is evident in the differentiation of the Icegrip Centaur, featuring a cold metallic aesthetic fitting for their mountainous habitat, and the Veloxian Centaur, characterised by a warm colour palette that harmonises with the grasslands they inhabit. These additions showcase the team's commitment to creating visually compelling and thematically coherent 3D models for Depths of Erendorn. Explore the refined details and variations in the examples provided below.

Veloxian refined armour pieces

Icegrip with refined armour

Programming

Client

During the recent week, the Client-Side Programming team at Depths of Erendorn focused on finalising the remaining changes related to Combat within the new Navigation System. Key areas of attention included projectiles, movement mechanics, and the implementation of area-of-effect (AoE) highlights. The team's efforts were directed towards fully harnessing the benefits of recent infrastructure upgrades, ensuring a seamless and optimised gaming experience. After a week-long hiatus, the team resumed activities, primarily engaged in testing the newly introduced generic abilities. The focus was on generating comprehensive logs for these abilities, laying the groundwork for replication in the dry testing environment. This dual approach highlights the team's dedication to both refining combat elements and ensuring the stability of the gaming environment. Examples of their ongoing work can be explored in the detailed updates provided below.


  • Projectiles now spawn and animate correctly using the new coordinates.
  • Updated how potential movement pathfinding displays.
  • Updated the targeting display during AoE ability casting.
  • Combat pathfinder fixed.
  • Started the movement mesh fix.

Server

This week witnessed a whirlwind of activity for the Server-Side Programming team. The introduction of the cache marked a significant milestone, enabling servers to store and share critical data across all instances. This included information about parties and their members, loot items obtained during adventures, and various other essential elements. However, this implementation triggered numerous issues as previously untested code, fuelled by data from the cache, ran for the first time. The team adeptly navigated through challenges, addressing emerging problems and implementing optimisations. After resolving multiple issues and fine-tuning the system, the cache is now operating more seamlessly, showcasing the team's resilience and commitment to enhancing server-side functionalities. Additional work completed by the team can be seen below.

  • Fixed Event spawning.
  • Fixed Cache storage and retrieval.
  • Fixed Cache key generation.
  • Fixed adventure creation.
  • Refactored enemy spawning.
  • Added missing logs for spawned objects, fixing some event spawns.
  • Fixed proximity checks to dungeon entrances.
  • Area of Effect spell fixes.

Animation

The Animation team at Depths of Erendorn dedicated the past week to advancing the development of generic skills for playable characters. The team made significant progress, and while more skills are in the pipeline, a showcase video demonstrates the work completed on the Forest Druid, Earthen Dwarf, and Human Knight. This video provides a glimpse of the diverse and dynamic movements that will be shared by all playable characters in Erendorn, adding a layer of consistency to the gaming experience. It's important to note that the sounds presented are temporary and used for presentation purposes. The team's commitment to creating engaging and versatile animations for different characters is evident in their continuous efforts, as showcased in the examples provided below.

Visual Effects

The recent focus of the VFX team at Depths of Erendorn centred on advancing level 2 spells, specifically Mind Lock, Parasites, and Magic Binding. Significant progress has been made, with substantial completion of material and texture work. This accomplishment not only denotes the creative groundwork laid for these spells but also sets a promising precedent for accelerated development in the upcoming weeks. The team's efficient setup of materials bodes well for the swift creation of subsequent spells, showcasing their dedication to optimising workflows. Explore the intricate details and progress of these visually captivating effects in the examples provided below.

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

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