May Devlog | Week #3 | No. 324

Development
May 22, 2025
May 22, 2025

As development presses on, the team at Depths of Erendorn made meaningful progress across multiple areas last week, pushing forward both content creation and system refinement. From backend improvements to character development and world-building, each department contributed to shaping a more robust and immersive experience. The 3D Modelling team advanced work on a new playable class, while the Server team focused on enhancing item generation and event systems. Animation efforts centred on expanding NPC behaviour, and the VFX team continued refining visual assets for better performance and clarity. These combined efforts mark another productive step toward bringing the world of Erendorn to life. 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

Building on last week’s foundation, the 3D Modelling team continued sculpting work on the Necromancer, pushing the character’s design forward with a greater focus on fine detail and visual intrigue. Additional surface elements and silhouette adjustments were introduced to reinforce the dark fantasy tone while ensuring the character remains readable and distinctive in-game. These refinements not only enhance the overall aesthetic but also support the visual storytelling goals for this upcoming playable class, bringing the Necromancer another step closer to implementation in the world of Erendorn. An example of the work completed by the team can be seen below.

Continued Necromancer sculpt

Programming

Server

With continued focus on backend stability and future content systems, the Server team made several important updates throughout the week. The item generator was reworked to align with the updated item structure, including revisions to how base items are handled and saved to ensure full compatibility with the new database format. Vendor stock now correctly reflects item quantities, and consumables have been integrated into the generator, allowing for accurate repopulation of the database when regeneration rules are adjusted. A purchasing bug affecting consumable items was also addressed—players were previously being charged without receiving their item due to misdirected inventory placement. This has now been resolved, ensuring failed transactions no longer result in a charge and that items are properly allocated. Alongside these improvements, the Event Editor received new functionality with the addition of string tags, allowing greater control over event spawning conditions. Several new event blocks were also designed, laying further groundwork for upcoming gameplay systems.

Animation

The Animation team continued their efforts to bring more life and variety to Erendorn’s NPCs by expanding the range of idle variations. To support this, simple animation controller blueprints were created to loop random idle animations, introducing subtle, organic movement that helps characters feel more grounded in the world. These blueprints were then assigned to various NPCs and tested in different environments to observe how each set of idles played out contextually. This ongoing work plays an important role in enhancing immersion, particularly in populated areas where character behaviour helps define the atmosphere.

Visual Effects

The VFX team continued developing visual flair across several areas last week, with a particular focus on improving both presentation and performance. Work progressed on a new interaction effect, which is starting to take shape and define a clearer visual direction. A large portion of time was also spent generating and refining flipbook textures, with efforts concentrated on eliminating visible seams to ensure smoother animations. In parallel, the team reviewed a number of older visual effects, removing redundant emitters and reworking others to reduce unnecessary load. These clean-up efforts contribute to a more optimised and manageable VFX library as the game continues to grow. Examples of the work completed by the team can be seen below.

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

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