In this week's development log, we showcase the progress made by our teams. The 3D modelling team has completed unwrapping and texture baking for the new armour set, focusing on intricate details. The client team have been working on Nav Data handling and saving/loading features which have been improved, allowing for multi-level navigation. The server team has finalised complex quest events, while the environment team has advanced the destruction system using Chaos fields. The animation team has refined the Zentragal character's running cycles for a more natural feel. Exciting examples and visuals can be found 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!
The 3D modelling team has made significant progress in the development of the new set of armour. After completing the unwrapping process, the team proceeded to bake the textures, which served as a foundation for the next stage. Currently, the team has begun the texturing work, adding intricate details and high-quality textures to bring the armour to life. This phase is crucial in enhancing the visual appeal and realism of the armour within the game. The team is dedicated to creating stunning and visually captivating textures that will complement the overall design of the armour. Examples of the completed retopology of the protective gear can be seen below.
This week the client team has been motoring along with the development of the new Nav Data handling, saving and loading. Nav data is now split up into chunks and has been significantly improved over the current system. New features have been added so we can have multiple nodes at any one x/y location so we can have multi-level navigation data which will allow us to have overhanging areas like balconies and multi-story buildings. Additional work completed by the client-side team can be seen below.
- Mapping class created.
- Mapping functions to detect objects and terrain you can move on created.
- Nav manager class created.
- Added ceiling height to node values.
- Chunk saving code.
- Chunk loading code.
- Node retrieval functions.
- Helped the server team with testing the quest events.
- Fixed some of the layout issues with the dialogue window and got player portraits displaying correctly. Some new bugs have been found as part of this, currently patching those.
- Fixed item deletion events in the player backpack to enable multiple items to be deleted without needing to refresh the backpack.
- Started on implementing a simple tutorial to launch on entering the settlement.
This week, the server team have been finalising and bug fixing two of the more complex 'quest' like events that players can find whilst adventuring. Involving dialogue with quest triggers, hidden items and bespoke enemies who sometimes guard said items, as well as multiple ends to the quest line depending on your dialogue choices, with unique rewards depending on those choices, there's been more than a few bugs to iron out. Additionally, a few fixes for summoned entities in combat causing some breakages in future combats, and overlapping event spawns have been implemented.
The environment team has made significant progress in advancing the destruction system for larger structures. They scaled up from testing on small pieces to working with more extensive modular pieces, which have been upgraded to nanite detail level. These modular pieces were combined to form a larger structure, which was then fractured in preparation for chaos destruction. The team also discovered Chaos fields, powerful tools that can be placed in the level to decay structures within a specific volume. To facilitate this, they created blueprints for Chaos fields. A video demonstration showcases the effectiveness of chaos fields in destroying targeted areas of the larger fractured mesh. These advancements in the destruction system contribute to creating a more dynamic and immersive environment in Depths of Erendorn. Examples of the new developments on the destruction of the castle ruins can be seen in the example below.
The animation team has been dedicated to refining the running cycles of the Zentragal character to enhance its overall feel. Three videos have been created to document the progress made. In the initial video, the run appeared flat and slow, lacking the desired impact. To address this, updates were introduced in the second video by adding more bounce to the body and exaggerating the steps. However, the speed still felt insufficient. When the speed was increased in the third video, it became too fast and unbalanced. As a result, a new update was implemented, focusing on increasing the speed of the feet while maintaining the body animation unchanged. This version will be thoroughly tested to assess its effectiveness and determine if further refinement is necessary, particularly for the complex leg movements. These adjustments aim to create a more natural and satisfying running experience for the Zentragal character in the game. Examples of the Zentragal's movement cycles and its updates can be seen below.
That’s it for this week’s devlog, but have you seen our monthly roundup of April yet?!