May Devlog | Week #5 | No. 326

Development
June 6, 2025
June 6, 2025

As development continued across multiple areas of Depths of Erendorn, the team focused last week on refining gameplay systems, enhancing character assets, and expanding environmental tools. From animation updates to the Forest Druid and final retopology work on the Necromancer, to improvements in event logic and settlement design, each department contributed to shaping a more immersive and reactive game world. Notable progress was made on the Events system, which now supports a wider range of dynamic interactions, while environment tools received upgrades that improve efficiency and visual storytelling. These combined efforts bring the project another step closer to delivering a richly detailed and engaging 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

Closing out a key stage in the development of the Necromancer, the 3D Modelling team completed the retopology process last week, preparing the character for animation and in-game integration. Additional work focused on a unique detail of the design—the skulls hanging from the character’s waist. To support this, a rope mesh segment was created and arrayed along a curve, a method chosen not only to conserve UV space but also to allow for easy adjustments. Thanks to the non-destructive setup, individual segments can now be edited at any point, streamlining future optimisation. These updates bring the Necromancer ever closer to being a fully realised addition to Erendorn’s roster of enemies.

Completed retopology for Necromancer enemy

Close up of skulls retopology and rope assets

Set Piece Design

Last week, the Set Piece Design team made a series of improvements aimed at enhancing the visual richness and functionality of one of Erendorn’s key settlements. Set dressing across the area was refined to create a more grounded and immersive environment, with particular attention paid to layout cohesion and environmental storytelling. A significant tool update was also completed—a spline-based system powered by procedural grammar rules, now capable of generating walls, fences, and similar structures with greater efficiency and flexibility. Additionally, the settlement’s marketplace area received a visual pass, improving both structure and atmosphere to better support future NPC placement and player interaction.

Settlement market improvements

Improvements around the hidden temple

Settlement areas improvements

Programming

Client

This week, the Client team continued work on the settlement quests system, shifting focus toward the C++ functionality that underpins the newly developed UI. With the interface largely in place, efforts were directed at integrating the quest window into the wider client framework, ensuring it behaves consistently alongside existing UI elements. Progress included overcoming implementation challenges related to window behaviour and handling performance impacts caused by codebase rebuilds. Additionally, key functionality was introduced to support the quest tracker, enabling it to correctly differentiate between accepted and unaccepted quests and update in real time as new quests are introduced. These improvements bring the feature closer to full integration within the game.

Server

This week, the Server team made further strides in expanding the functionality of the Events system, continuing development on the code that powers various event blocks. Work included implementing behaviours such as spawning entity groups, switching allegiances, and generating projectiles—building out the interactive potential of events across dungeons, settlements, and the wider world. Extensive refactoring from the previous week laid the foundation for these improvements, with the system now replacing older dungeon and world event structures while introducing settlement-based interactions. The Events Editor also received several quality-of-life updates, including a prompt to save changes before exiting and improved accessibility via a hosted web version, allowing developers to make edits without needing to run the tool locally. Additionally, settlement data was updated to support quest board spawning, enabling players to select missions before heading out as a party. These updates collectively bring more depth and flexibility to the systems driving emergent gameplay in Erendorn.

Animation

This week, the Animation team continued work on the Forest Druid revision, focusing on refining the character’s movement and combat flow. Existing animations were adjusted to improve timing and visual impact, ensuring transitions feel more fluid and natural in-game. In parallel, several older animations were replaced with entirely new concepts, aimed at better expressing the Druid’s nature-based combat style. These updates not only enhance the visual quality of the character but also help reinforce their identity within Erendorn’s expanding roster of playable classes.

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

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