In the past week, the Depths of Erendorn teams have achieved significant milestones. The 3D modelling team meticulously refined character pieces, including a nearly finished lower body sculpt, laced-up boots for agility, and baggy trousers for mobility. Simultaneously, the programming team implemented a levelling up system, enhanced logging methods, and fixed animation bugs. The VFX team added dynamic hovering animations to portal rocks and initiated work on a captivating "character is using magic" effect. These combined efforts underscore the team's commitment to an immersive game world. 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!
Over the course of the week, the 3D modelling team at Depths of Erendorn has made significant strides with the agility armour set. They began detailing various pieces, demonstrating their meticulous approach to refining the character's overall appearance. Notably, the lower body sculpt is nearly complete, reflecting their commitment to precision and realism. To enhance the agility of the character, laced-up boots were incorporated to ensure a snug fit. Additionally, baggy trousers were skillfully added to provide the character with enhanced mobility. Examples of the team's continued efforts can be seen below.
This week the team has been working on the levelling up feature. Entities now gain XP until they hit the maximum amount of XP allowed for that level. The code to level up and the mechanism that the client will use to level up has also been created. Additionally some development only commands have been made to enable to us to test and explore certain situations. Finally, the team worked on catching some positioning errors that occurred when players joined World Combats, improving logging methods for movement updates and fixing some animation bugs. Additional work from the programming team can be seen below.
- Updated methods used for positioning Entities that join combat to prevent a bug that teleports characters to the map root.
- Added moving entity owner info to movement events for use in logging.
- Overhauled movement logging to allow filtering of player movements for all aspects of character movement handling.
- Added update numbers to Game State Updaters to use when handling different batches of update messages and added to Step logging.
- Added embedded icons to ability description text blocks.
- Added keybinds for Inventory, Adventure Summary windows.
- Added keybind for toggling Stat Panel visibility.
- Fixed a bug with Druid's weapon equipped animation state that was preventing a number of ability animations from playing.
- New Dev Commands: Grant XP, Grant Item, Grant Ability, Set Stat and Teleport.
- Training NPC added to the settlement.
- Training NPC Interactable assets put together.
- Level Up Processing written allowing entities to level up.
- Training NPC dialogue option added to level up when you have enough XP.
- Client Message created to inform the client and give the client its options when the entity levels up.
- Fixed a bug with an incorrectly defined dialogue crashing the server.
- Updated some logging messages.
- Fixed a major bug when joining a combat with a queued movement causing you to be teleported to the beach.
Throughout the week, the VFX team at Depths of Erendorn has been diligently working on enhancing the game's visual elements. They introduced dynamic hovering animations to the rocks surrounding portals, adding a layer of immersion to these key in-game elements. Additionally, the team embarked on the creation of a "character is using magic" effect, aiming to elevate the spellcasting experience with captivating visual dynamics. These efforts reflect their commitment to enriching the game's aesthetics and enhancing the overall player experience. Examples of the work completed by the team throughout the week can be seen below.
That’s it for this week’s devlog, but have you seen our monthly roundup of August yet?!