Depths of Erendorn (DoE) is a new, huge multiplayer RPG. Inspired by the challenging nature of Classic World of Warcraft, the intense dungeon crawling in Diablo or Path of Exile, and the unique yet classic thrill of Dungeons and Dragons.
In this devlog, we’ll be showing off some awesome work from the week, like our updated character selection scene and some awesome visual fx! We’ve also just published our devlog summary for the month, so head over to our company site if you’re feeling a little out of the loop!
After finishing the Parakaw’s base mesh in last week’s devlog, this week was all about texturing. Before we could start, however, we had to first adjust the wing mesh so that it fit the Parakaw’s arms better. This had to be done since we shortened the length of the arms at the end of the sculpting stage.
On to texturing, we started by setting up a feather pattern that was used across the entire body. To get the pattern flowing nicely, the chest was split up into left and right segments. While doing this, we actually found that the height map was making the feathers look too harsh, so we decided to add a slight blur in order to make them appear more fluffy! In fact, we may do this for the Daggerclaw Harpies at some point, since they look a bit stone-like in comparison.
When it came to texturing the head, our Artist referenced the previous Parakaw’s texturing file for more information. We’re currently trying to figure out how to add some more colour to the body’s feather texture, so come back next week to see how we get on!
After successfully creating a single, main rig that can be used to create multiple characters with, this week our Animator has been looking at all of our bipedal character concepts to see what features our main rig should have. With this in mind, more features have been added to the main rig, including bones for the:
After this, we continued working on the Human rig by adjusting more skin weights and adding an idle animation from the old rig to this new one. This animation is still a work-in-progress since it will need adjusting, but so far we’re thrilled to see that our new rig is very workable.
Now, the main rig should be able to be used in the engine. Even though, proportionally speaking, it just looks like a Human rig, we will be able to scale and adjust it according to each race before adding them to the engine.
<video src="https://www.depthsoferendorn.com/wp-content/uploads/2019/11/TestracesSkeletonUnique.mp4" width="300" height="150" c data-mce-fragment="1"></video>All of the characters, from the Dwarf to the Lionman, are using the same, unique rig. This really optimises our workflow as well as speeds up character generation in the game.
After focussing on pine trees and environment test scenes for the past few devlogs, this week has seen us return to our character selection scene! After a lot of planning, and an awesome digital painting created by our talented concept artist, we could begin creating the base landscape in Unreal:
When they weren’t working on the character selection scene, our Environment Artist was busy creating a spooky Halloween scene, which we posted on our socials in honour of Alls Hallows’ Eve yesterday! Starring in this scene were some creepy jack-o-lanterns that were scattered between prowling Ghouls. In fact, there was a huge host of monsters from Depths of Erendorn shown in that scene – see how many you can find below!
In the visual effects department this week, VFX were created for Burning Hands, weapon trails and some general buffs/debuffs. We also created VFX for Starblast, an ability wielded by the Parakaw Astromancer that we previously created back in September – but this was before we switched game engines, so it had to be redone!
In addition to all this, we continued to work on adding VFX to our Watertarg after its attack animation was imported last week. Not only has this character been textured properly, giving us a more accurate depiction of how the Watertarg will appear with these visual effects, it also seems that it has learnt some new moves!
After last week, more work has gone into setting up the project for packaging, this time with great success! We’re now able to create builds after tracking down the source of a dependency issue, so we’re really pleased with our progress in that area. On a different note, we have also created an input manager for defining and dealing with keybinds. This means that players can now rebind actions through the settings screen. New keybinds are also now added to the local save data and can be reset the same way.
There were a few other things boxed off this week, too:
In addition to all of this, a lot of work has been carried out with regard to lobby changes. After quashing a few bugs, lobbies now function correctly – although newly created lobbies did have another small bug crop up, so this also needed fixing, alongside some work on Game Entity parsing:
With all this in mind, it is now possible to start a game once all players are ready – and certain text elements, some of which had their size increased, now also better reflect the current state of the lobby. On the server-side, some commands had their responses changed slightly, but there isn’t actually a huge amount to report in this area since all of our energy went into the lobby changes!
Thanks for joining us for another devlog! If you want to hear more about what we’ve been up to this month, then simply head over to our monthly devlog summary!
It’s been another busy month spent developing Depths of Erendorn, from modelling different enemy types and creating new animations to implementing a character customisation system. As well as this, our budding fantasy world now includes water! We’ll also be showing off some brand new visual fx for abilities in the game, so if you haven’t already seen those on Twitter, Instagram or Reddit, then make sure you stick around!
After we completed modelling the Tribed series of Lionmen in our last game development update, this month we moved straight onto creating the Untribed series. These can be a particularly ruthless group of enemies since they are bound to no rules or leader, enabling them to really indulge their savage instincts.
With the base meshes for the bodies and manes already made back in July, all there was left to do on the Untribed series was to create their clothing – and, since their clothes were not too dissimilar from our Tribed Lionmen, it didn’t take too long!
Next, we focussed on creating the clothes for the Tribal Leader, whose base mesh was already modelled and baked in our last game development update. Even still, the clothes that this character wears were a lot more detailed than the previous sets we had made so it took a little extra elbow grease.
With all the clothes modelled and out of the way, we could finally move onto texturing! It was actually quite challenging to accurately replicate all the different fur tones in a lion. To make life a bit easier, we decided to use a photo of some lion fur and then used a cell filter to pixelate all the different shades. This allowed us to more accurately colour pick from the various tones, leading to a more realistic result.
Starting with the medium sized Lionman model, we:
After the base textures were done for all the body types, we started texturing the clothes. Luckily for us, many materials, like cloth and leather, could be produced quickly and built upon, which massively streamlined our entire process. We were able to do this due to a library of custom materials that we have been steadily growing with every character creation.
Our production process was also sped up by the fact that we detailed some parts during the texturing phase instead of the sculpting phase. The parts made from bone, for example, were detailed while texturing because of the simplistic forms they had.
The final part of texturing the Lionmen was to simply add a lot of awesome details:
And with that, we closed the book on the Lionmen! We had so much fun creating this race of enemies, and we know you’re all going to love fighting them in the game. But they’re not the only enemy type we boxed off this month. We also completed the Wolvajin character series, another race of enemies who are known for their guile, precision and speed – and for stalking their prey at night.
We already completed the first Wolvajin model back in May, so we finished off the series by simply creating the rest of the meshes for the stronger Wolvajin variants. We did this by inflating areas of the body to make them appear more muscular. With a now-complete set of Wolvajins, we could move onto creating yet another race of enemies – but you’re gonna have to come back for our next game development update if you want to find out what that is! (Or, head over to our game site, where we post weekly game devlogs!)
Much of this month has been spent researching and testing possible systems for character customisation in the game. While Depths of Erendorn has zero pay-to-win features, we do want to give players to opportunity to customise their characters however they like, whether that be their proportions, facial features or clothes and armour. Therefore, we need a system that will allow players to easily do this.
When it came to finding a system for customisable clothing, we thought that the best approach would be a modular pawn approach:
Meanwhile, we decided that bone scaling would be the best way to approach customisable body proportions in the game. This is because bone scaling also influences the size of the clothing and armour so that they adjust to match the altered proportions. Therefore, if a player wanted to make their character more muscular, the clothing would be fitted to the new body size.
For customisable facial features, we found that blend shapes and morph targets would be one of the most efficient systems to implement:
To get this character customisation system working, we’re using the Unity Multipurpose Avatar (UMA) plugin, which provides a good framework as well as many additional features for us to work with. To test this, we have created and skinned a character to use as a dummy – but we’re having some trouble implementing this character customisation system into the game (because Unity hates us and all of humanity).
There’s still lots of troubleshooting that we’ll have to do before we can get this system up and running. Hopefully the plugin we’re using works, or we can find another one that works, because otherwise our programmers are gonna have a lot of work to do… so we’ll keep you posted!
One of our playable characters from the game, the Watertarg Excursionist, received a lot of attention this month. We started by updating several of its animations, like Leaping Strike which the Watertarg can now perform with a two-handed sword. We also made another version of the Sprint animation so that the Watertarg can also Sprint while holding one-handed and two-handed weapons.
We also created several new animations for this awesome character:
Following this, we imported several Watertarg animations into Unity so that we could test them in the game. After that, we decided to focus on the Parakaw Astromancer for a bit, since this playable character also needed a few animations created for it. These included a simple shuffle from left and right as well as an animation for the teleportation ability that Parakaws now have.
With all of that out of the way, we then went on to create basic, out-of-combat idles before adding them to the characters who still needed them – like the Knight, Parakaw Astromancer and Twilight Elf Assassin. These were then imported into the game engine so that all the characters could be updated.
We also imported Swamp Rats, Giant Rats and their respective animations into Unity. Rats are common, low-level enemies in Depths of Erendorn that can deal a fair amount of Damage, especially if you underestimate them. With all of these different characters and enemies getting imported, we can continue testing their playability as well as start adding VFX to them – which is pretty exciting!
August was a momentous month for us in the Environment Art department because we finally managed to add water to our scenery! To do this, water material was created with edge foam and dynamic depth colour in order to establish a more realistic look.
Getting foam to appear around objects that intersect the water was a crucial detail that we wanted to utilise in order to make the environment feel more immersive and complete. We also wanted to improve the visual quality of the bodies of water that we were introducing, and to do this we decided to look into flow maps.
Flow maps are useful because they give directional information to textures. This comes in handy when creating something like a running river or a lava stream since the flow maps essentially tell the textures where and how to flow. Utilising flow maps like this will really help to enhance the overall realism of water and lava, both of which can be found all over Erendorn!
This month in the Environment Art department, we’ve also created a procedural rock generator. Trust us – it’s more exciting than it sounds! That’s because this new procedural rock generator will allow for high resolution rocks, cliffs and walls to be generated from base meshes at the touch of a button. The main benefit of doing this is that it makes for a much faster production process – hence why we’re so excited!
Last month, we mentioned that we had decided to use a modular weapons system in which our weapons would be broken down into their components so that they could be procedurally generated in the engine. That work continues into this month as we created several new high poly sword components. We then created low poly versions of all five swords. This was actually quite challenging because some pieces, like the twisted metal hilt, were difficult to create without using a lot of polygons.
With the low poly versions of our weapons done and dusted, we UVd, baked and textured all our swords in Substance Painter. In accordance with the modular weapons system, these were then imported into Unity as separate components to allow for component customisation.
Unlike the character customisation system, doing this will allow us to create lots of different weapon variations from these components by combining them in interesting ways, rather than giving the player the ability to customise their weapons directly (although, in the future we will be introducing a range of weapon skins that players can choose from!).
Another important thing we did this month was discuss the design of the GUI, a crucial feature for any game that should really focus on enhancing the user experience. This is why it was important for us to establish:
To get the general gist down, we started by making a UI blockout before discussing character frame layouts. This blockout has been through many revisions since its initial conception and has been really useful in helping us determine a visual theme. What work we’ve done on the GUI so far can actually be outlined in 5 key phases:
So, in our last game development updated, we gave a little hint about something new that was to be expected in the next devlog. Well, the day is here and we’re ecstatic to say that we have welcomed a new VFX Artist to the team! With them on board, we can begin adding visual effects to our characters, their animations, abilities and everything else in between. It’s really awesome to see the game get brought to life in this way, so we can’t wait to share some updates!
This month, our VFX Artist added a ton of textures and materials that will be used with visual effects. They also began reworking some of the effects for the generic spells and skills in the game:
Meanwhile, our artist was also working on a secret Ultra Shader that will help to optimise their workflow. Once they’ve got this bad boy working, our VFX Artist will be unstoppable! So we’re really eager to get it up and running. Wrapping things up, some of the new VFX were added into the game to see how they looked – and they look great! More of the skills will be getting worked on next month, so keep your eyes open for our next devlog if you want to see how they all turn out.
Believe us when we say that there is a lot to get through from the Programming department this month, so we’ll try to keep it short and sweet for you. A lot of work this month has gone into improving the items in our game by redesigning how they’re generated and how stats are assigned to them.
As a result, players will no longer get two stats from each item; they will get a different number of stats from different items, and these stats will change depending on their rarity levels. This means that the rarer the item is, the more varied stats a player will gain and the more their character will progress. We feel a lot better about this new system and have made sure to balance it out by ensuring that certain stats will be gained earlier in a level as well.
Since the number of stats on an item is now based on the rarity of the item, we needed to ensure that an item’s rarity level was set by its item power for its level. This would mean that higher rarity items would have a different balance of primary and secondary stats than low rarity items, which give players standard stats. For example:
This shows how different items can progress a player’s character in different ways. In order to enable all of these changes, the Item Generator has been reworked. We now feel that the gameplay experience of Depths of Erendorn is more diverse and enjoyable since players can progress their character even more depending on the items they loot.
<video src="https://www.projectgamechanger.com/wp-content/uploads/2019/09/3-Spells.mp4" width="300" height="150" c data-mce-fragment="1"></video>We also made VFX for three castable spells: Acid Bolt (left), Fireball and Crystal Shard.
New loot-dropping code has also been worked on this month, and this was done in conjunction with determining how and what stats are assigned to items. Before the change in item rarity levels, the majority of items only gave players two, quite common stats – like Critical Hit. The new code addressed this by randomising the stats and finding items to match them, rather than just choosing a random item. These items can then be more purposefully placed throughout the game so that there is a better variety of loot. This will increase the type of stats a player gains from an item, making the game’s loot feel a lot more rewarding and varied.
While we’re on the subject, here’s a fun fact about the items in the game: so far, there are over 2.2 million lootable items at Level 1. Hopefully, this gives you an idea of the endless possibilities Depths of Erendorn has to offer – and of the turmoil our programmers have been going through to get this working!
But there was a huge range of things that we worked on in the Programming department this month:
This month has also been focussed on making improvements to the game client’s level generation. One way we have done this is with the implementation of the Addressables system, which we spoke about in our last game development update. In a nutshell, it allows large assets to be compressed into separate ‘Asset Bundles’ and loaded when needed, reducing the game’s memory footprint. Therefore, we will be using the Addressables system in conjunction with the prefabs that are used to build rooms categorised by biome and tile type.
Another way we have improved the game client’s level generation is by simplifying the room builder’s generation. This was achieved by adding a series of asset slots for all walls, floors and prop prefabs. We also added an option to generate a map from a specified biome, which will only affect the client that has it selected.
We tested the spell Crytal Shard in the game to see how its VFX looks, and we’re so happy with the result!
We could go on forever about all the things we’ve been up to this month, but we think we’ll leave it here! Remember to join us on Twitter, Instagram and Reddit for daily updates on Depths of Erendorn – and if you can’t wait until next month to scratch that game development itch, head over to our game site where we post weekly devlogs every Friday!
A lot of changes are happening in this week’s game development update. A character customisation system has been investigated, our GUI is looking better than ever and some new animations have been created for a playable character. Most of all, though, we’ve welcomed a new VFX Artist to the team – so make sure to follow us on Reddit, Twitter and Instagram so that you don’t miss out on any new updates!
After finishing off our Lionman character series in the last game development update, we spent part of this week completing the Wolvajin series as well. We already modelled and textured the generic Wolvajin sculpt back in May, so all we had left to do this week was to create the rest of the meshes for the stronger character variants. This involved inflating areas of the body in order to make them appear bigger, bulkier and more muscular.
We also:
However, the majority of this week was actually spent researching possible systems for character customisation in the game. We want a system that will allow players to customise their character’s proportions, facial features and clothing/armour. While there are no pay-to-win features in Depths of Erendorn, there will be endless possibilities for character customisation – so we want to make sure that we approach it in the best way by researching different systems and what they entail.
From our research, we’ve found that the best approach for our game would be a modular pawn approach:
As for the customisation of body proportions, the best approach we have found so far would be to use bone scaling because this would then also influence the size of the clothing and armour. This means that if a player chooses to make their character more muscular, for example, the clothing would size up so that it fits the new proportions.
Meanwhile:
In order to get this character customisation system working in the game, we have decided to try using a Unity plugin called UMA (Unity Multipurpose Avatar). This should provide the framework we need for the customisation system as well as the additional features we will be using. We’ve now made preparations to test this customisation system – and, as long as this works how we need it to during the test, we can then start speaking to the programmers about implementing it into Depths of Erendorn.
We’re hoping that this works or, if not, that we are able to find another plugin, because otherwise the programmers are going to have A LOT of work to do! Once the customisation system is all working, it will just be a matter of updating the already made pieces of clothing for various characters so that they can be used for customisation in the game.
Three new animations have been made for the Watertarg Excursionist, a playable character that already had some new animations created for it in our last game development update. This week, the Watertarg is now able to:
The Watertarg is also now able to shuffle left and right. After creating all these animations, they were exported to Unity and added to the game. Here, they will be tested with other characters in various scenes to make sure the animations work as they’re intended. It will also give us the chance to add some awesome VFX to them now that we have a new artist, so we’ll keep you posted on how they’re looking!
A lot of discussions about the design of the GUI have taken place this week. Everyone on the team is pretty gung-ho about this new endeavour, especially our Environment Artist who has carried out a lot of work on it over the past few days. What we’ve done on the GUI so far can be outlined in four phases:
Having a visually-sound and user-friendly GUI is incredibly important when developing a game as it will directly impact a player’s experience of and relationship with the game. But we couldn’t focus on this all week! We’ve also been looking into utilising flow maps to increase the visual quality of bodies of water and lava in the world of Erendorn. Flow maps give directional information to textures, which would be useful when creating a running river or lava stream because the overall realism will be enhanced.
This week has been the first of two in a sprint focussed on making improvements to the game client’s level generation. One way we have done this is with the implementation of the Addressables system. This allows large assets to be compressed into separate ‘Asset Bundles’ and loaded when needed, which massively reduces the game’s memory footprint. Therefore, we will be using the Addressables system in conjunction with the prefabs that are used to build rooms categorised by biome and tile type.
Another way we have improved the game client’s level generation is by simplifying the room builder’s generation. This was achieved by adding a series of asset slots for all walls, floors and prop prefabs. We also added an option to generate a map from a specified biome, which will only affect the client that has it selected.
When our programmers weren’t improving the game client’s level generation or helping out in GUI discussions, they were busy making a lot of tweaks and fixes. The item generation speed, for example, was increased and several bugs that were affecting generation were also fixed. These bugs were previously causing an array of issues:
With all of these issues resolved, we went onto rebalancing stat values twice as well as rebalancing item slot values twice again. It’s important to constantly do work like this in order to ensure the game is properly balanced and functioning smoothly.
We have spent a lot of time this week discussing how the GUI should be designed and how the information should be displayed.
But the biggest change that has happened this week is the introduction of a new team member! We’ve mentioned it already, but we have welcomed a new VFX Artist to our budding team here at Project Gamechanger, and we can’t wait to show off the amazing they work do inside Depths of Erendorn!
Welcome back to another weekly devlog! In this update, we’re taking you through our process of creating one of our Frost Dwarves as well as our new Ice Cave environment. As always, check us out on Instagram, Twitter andFacebook for exclusive news about Depths of Erendorn!
3D Character Modelling
You might remember from a previous devlog how we created the Civilian and Merchant class of Frost Dwarf, a hardy race of characters that you can play against in the game. Well, this week we decided to start working on the Frost Dwarf Wrangler series. This is a different class of character that specialises in handling wild animals, namely the Glacial Boar which is a valuable resource for the Frost Dwarves.
When making the Frost Dwarf Wrangler, we recycled a few pieces from the Civilian/Merchant model, including boots, trousers, gloves and the tunic. There are a few clear differences between the models though:
The tunic was redesigned to better reflect the original concept sketch
Rope was added to the Wrangler’s belt, with a loop at the front which will be used for hog-tying!
A fur pelt was made using a similar technique to the collar and cuffs, where a fur shape was stamped on
The fur used on the pelt closely resembles the fur used on the Glacial Boar model in order to reflect the character lore in its design
Creating the fur pelt was actually the biggest challenge. In the first attempt, the fur pattern sculpt was too small and dense and from afar, it lacked the appearance of a voluminous pelt. In the current version, however, the stamps were used at a bigger size and the result is a lot more readable.
Retopology
When it came to retopologising the model we tried to reduce as much manual work as possible in order to save time. We started by using the ZRemesher feature in ZBrush to retopologise the fur pelt. We then manually reduced its polycount afterwards. Next came the rope loops, which would most likely not need to deform much. Therefore:
The rope loops were dynameshed at a low count
Dynameshing is a mesh generation tool in ZBrush that can fuse meshes
We used this because the rope loops were formed using a spiral
This meant that their geometry was not joined together at the sides
Using Dynamesh allowed us to turn the loops into a blobby mass
ZRemesher was used afterwards to create cleaner topology and shapes
This step was important as it allowed for a closer approximation of the high mesh’s shapes
Finally, it was decimated to create a low poly mesh of the rope loops
Next was the tunic topology, which needed some changes. Thankfully it wasn’t anything drastic and so it could be done quickly. The rest of the retopology consisted of reusing the low mesh from the Civilian/Merchant models for the lower and upper half of the Wrangler’s body in order to save time.
After recently updating the rig for the Parakaw Astromancer, our Animator spent this week also updating all of its animations so that they fit the new rig. While some of them needed more changes than others, it was a pretty smooth process and we managed to get through all of the animations, including all of the Parakaw’s spells.
The animations were then imported into Unity where animation clips were created and the Animator Controller was updated. Our programmers were then able to implement a playable animated prefab for this character.
Environment Art
The Ice Cave environment that we have been working on over the last couple of devlogs was refined a lot this week:
A snow function was made to dynamically place snow on top of static props using Geometry Normals
We then overhauled the snow placement function in order to use Object Normal maps rather than Geometry Normal Direction. This produced a far more desirable, detailed and physically accurate result
New rock and object shaders were made to incorporate baked Normals, Triplanar Detail maps and snow material functionality
Parallaxing ice shaders and materials with vertex painted snow capability have also been added to the project, with the parallaxing effect giving the illusion of depth
On top of all of this, 14 new rocks have been made for this Ice Cave environment, along with 16 new architectural pieces like stalagmites and stalactites. We then worked on creating an example Ice Cave scene in order to demonstrate all of the above and to get an idea of how everything works together (you can check this out further down!).
Server and Game Client
A few changes were made to Depths of Erendorn this week that directly impact and improve the overall gameplay experience. Rooms, for example, can now be joined by clicking twice on a spawn tile. This replaces the need to use the dialogue box which was the previous, more awkward method of joining a room.
In addition, rebindable hotkeys were introduced for abilities in the action bar. Now, with these in place, 0-9 keys allow players to cast an ability. Before this, the only way to cast an attack was to click the ability icon, which was quite interruptive to the gameplay process. Introducing rebindable hotkeys allowed us to smooth out the creases in this area of the gameplay.
Abilities
Work continued on creating ability prefab templates this week, allowing for different trigger conditions, targeting methods, animations and multiple combinations of different VFX that can be used together. With this in mind, we also created and applied different ability prefabs for:
Blindside: Used by the Twilight Elf Assassin, this ability can only be used when attacking an enemy from the side or from behind
Crippling Strike: Another ability in the Twilight Elf Assassin’s repertoire, Crippling Strike deals considerable Damage and roots the enemy
Precise Strike: This ability is used by the Earthen Dwarf to deal a precise strike, its purpose being to target the weak points on enemies
Poison: This is a generic ability that can be used by players to poison an enemy, who then takes a small amount of damage every turn for 3 turns
Several abilities have also been fixed this week. In summary, it is possible again for abilities to be put onto cooldown by other abilities. As a result of this, the Forest Druid now has several abilities that share cooldowns. Meanwhile, the Zentragal summon was causing an issue where it would reorganise the players’ turn order, which was very confusing. To resolve this, we made it so that the Zentragal summon now has its turn at the end of the other players’ turns.
But it wasn’t just abilities that required some fixes this week:
Weapon Damage was not being increased by Percentage Damage Increase during the Assassin’s Backstab ability. This is now fixed.
Disarm no longer increases an enemy’s attack Swing Cost if they don’t have a weapon to begin with.
More Visual FX have been created this week for abilities like Poison, Inferno and Thunderstorm. As well as this, VFX for abilities can now be more finely controlled, allowing us to determine how and where different ability VFX are spawned. Status Effects can now also use VFX which is very exciting.
But we didn’t just focus on VFX for abilities this week. We also made it so that VFX can be attached to specific character bones that move and change position. This is important to do because it means we can spawn VFX from a specific part of the model as the VFX will move with the bone it is attached to.
Over the last couple of weeks, we've been working on a new Ice Dungeon for Depths of Erendorn - and here's the result!
This is just one of the many dungeon environments that you will encounter in the game. From searing lava to overgrown jungles, there's going to be a huge range of atmospheres for you and your friends to experience. For now, though, let us give you a tour of our brand new ice cave!
When making this Ice Dungeon, we really wanted to deliver a tangible coldness that players could feel. To create this frigid atmosphere, we had the majority of the cave made up of solid ice and crystals. We also added dark recesses of shadow to the scene in order to not only lower the temperature even more, but to also add an ominous element to the overall dungeon.
Another way we created a sense of coldness in this Ice Dungeon was by making sure that every asset really reflected and interacted with the environment. Sheets of snow are draped over many of the objects in the scene, for example, while sheets of ice similarly glaze every rock.
The walls of this Ice Dungeon have also been encased with ice, which lends this scene a fantastical vibe that plays really nicely with the cold atmosphere. But our favourite part of the walls are actually the stalagmites and stalactites that can be seen trying to break through the rock!
We didn't just want to create a chilly atmosphere with this Ice Dungeon. We also wanted to create an immersive atmosphere so that players really feel like they're part of the environment. This is why we paid a lot of attention to the details in this cave, like showing realistic texture in our frozen rocks or how the camp fire light reflects in the icicles.
Speaking of light, we also want to showcase how the lighting in this Ice Dungeon interacts with the environment. Accurately showing how different objects cast shadows, and how each surface reflects light in its own unique way, are all critical things to get right when creating an environment that the player can feel a part of.
Depths of Erendorn is going to be a huge, multiplayer RPG that's set in a perilous fantasy world. From lowly bandits and magical creatures, to ferocious beasts and the most menacing of evils, you will have to use strategy and teamwork if you want to survive.
To learn more and stay up to date, you can follow us on all major social platforms:
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You can also learn more about the project on our website: Depthsoferendorn.com
Thank you
- Depths of Erendorn development team.
We seem to have gone for a bit of an arctic theme in this week’s devlog, with models of Mammoths here and chilly Ice Dungeons there. We’ve also now made it possible for players to summon creatures in Depths of Erendorn, which we’re really excited about!
The character we were modelling this week was the Mammoth and its three variations. These creatures wander freely across Erendorn, unless captured by Ogres who use them in wrestling tournaments. This meant that the Mammoth had to be an impressive beast with unique features, such as:
When sculpting the Mammoth, our Character Artist mostly followed the original concept art. They also looked at references of elephants to inform anatomical details like the mouth and musculature. We also ensured that the plates on the head were separate to each other so that we can reduce them for any smaller Mammoths we decide to make.
The final details we sculpted before moving onto retopology and texturing were the spikes, which appear on some of the larger Mammoths. Even though we loved how these natural defenses looked on the concept sketch, on the model the spikes seemed a bit imposing. However, once we textured the model with its fur, the spikes really felt more like an integrated part of the Mammoth, so that was a relief!
Another playable character, the Human Knight Champion, was exported to Unity this week. But before it could be added to the game, our Animator first had to do a bit of preparation work, like adjusting skin weights on the clothing.
The Human Knight Champion’s idle poses were also updated. Now, he can idle while in combat and he can do this unarmed as well as with three types of weapons. Before this, the Knight only had one combat idle where he held a two-handed sword, so we love the variation that the new combat idles give.
The final thing our Animator had to do before exporting the Human Knight Champion into the game was adjust the animations so that they fit the new idle poses. This was important to do because all the animations start from an idle pose, so we had to ensure a seamless transition. Some of the animations had actually broken after some past rig updates, so it was a good opportunity to tie up these loose ends.
After creating some moodboards for Erendorn’s ice caves in a previous devlog, our Environment Artist finally began working on one of the Ice Dungeons that will appear in the game. To do this, we first reverted back to an older version of Unity so that we could use PPV2.
A post-processing and scene settings profile was then made for the ice caves in order to create a chilly atmosphere in the dungeon. Following this:
Once all of this work on the Ice Dungeon had been carried out, we moved onto creating some lava architecture and rock sets for our Lava Dungeons. While these are being created, work continues on the ice cave environment so that we can get it as close to our vision as possible.
This week in the programming department has been focussed on fixing compatibility issues for new art packages. To resolve this, we rolled back the project to 2018.3.12f1 since this is a much more stable version of Unity that also minimises our compatibility issues.
We also spent this week implementing ability cast animations with simple Visual FX for spells. The Earthen Dwarf player character and its animations, for example, have now been implemented and, after fixing the trigger points on the equip animation, we could start making use of VFX. The following cast animations now have projectiles and explosions:
A SimpleHeal effect was also added for the Heal Wounds ability. Some work was also carried out on the Action Controller this week. In the execution of abilities, for example, it now listens for relevant animations and particle effects to complete. This is shown by the fact that when Fireball is launched on the right frame of the cast animation, damage does not display until the projectile has impacted.
This shows one of our playable characters, the Forest Druid, perfoming one of their cast animations on two Giant Rat enemies.
Following our massive reworking of over 140 abilities, more abilities have now been tested and had fixes applied when they weren’t working as intended. There was also some fine-tuning we had to do for certain reworked abilities. In order to get Backstab working properly for the Twilight Elf Assassin, for example, we implemented another new stat into the server. Attack Damage Multiplier amplifies the damage a player deals on any normal attack by a certain percentage.
Continuing from this, it is now possible to summon other creatures in the game by using spells. For this to work, however, there were several changes that needed to be implemented:
So that we could test all of this, a basic summon spell was created and temporarily given to the Zentragal. Doing this is important because it allows us to test the new mechanic. The only other issue summoning entities caused was that it stopped re-roll votes from working, but this was fixed and we were relieved that no other issues have arisen (yet)!
It has been an enormous week for Depths of Erendorn! Not only have the majority of the abilities in the game been reworked, and a new canine creature been sculpted, our very first teaser trailer also went live! If you haven’t seen it yet and want to know what kind of skirmishes unfold in our dungeons, check it out here before you read this devlog! Now, let’s get started.
Following on from our previous game devlog, the mesh that was created to be used on all canine creatures in Erendorn was retopologised and unwrapped at the beginning of this week. Using this base mesh, our Character Artist was able to sculpt three canine character types that appear in the game; and, fortunately for us, this base mesh can not only be used for sculpts, it can also be used as the low mesh for these sculpts. The three canines modelled this week were the:
The sculpt information was then baked for those three canine types and we are now at the stage where we are ready to start texturing them! Before we do this, however, our artist decided to bring to life another fearsome canine from the game – and this one has wings. That’s right, there are Skyhounds in Depths of Erendorn and our artist began sculpting them this week using the trusty canine base mesh.
Multiple ideas were tried and tested when it came to creating the wings on these awesome creatures. In the end, though, we decided to give the Skyhounds more bat-like wings in order to give them a larger wingspan that doesn’t compromise on a sleek aesthetic.
We used the wolf base mesh to create Erendorn’ Ice Husky (left), Dire Wolf and Savannah Wild Dog (right).
We also created the Skyhound using the wolf base mesh in order to speed up the process.
With our first teaser trailer now released, a sigh of relief can be heard exuding from every team member at Project Gamechanger as they settle back into their usual rhythms. Creating, refining and perfecting the animation in the trailer has been the team’s priority over the last few weeks; and now that we’re finally able to showcase it to you all, it’s time to get back to basics!
When our Animator wasn’t working on the trailer animation, tweaking various poses and refining every scene, she was boxing off some other bits of work, like exporting the Dwarf animations to Unity. Our Animator also rigged and posed our terrifying Revenant this week. These enemies are some of the most powerful Undead creatures in the game, equipped with the ability to raise the dead – and if you want to know more about them, make sure to head over to our Instagram or Twitter.
A lot of our Environment Artist’s time this week was spent tweaking the Twilight Elf Assassin’s aura that appears in our teaser trailer. Twilight Elvesare heavily attuned to the Void and as a result, possess dark and powerful abilities. This attunement manifests itself as a purple aura that emanates from each individual, including the star of our trailer.
In between making adjustments to the animation trailer and tackling issues that were occurring in Unity, our Environment Artist began mood boarding Erendorn’s ice cave environments. Their goal when populating this mood board was to gather references that convey feelings of a frozen, harsh and unforgiving environment. It was also important to focus on the small details of these environments and how we can use them to bring dynamism to our ice caves:
With all of these ideas in place, as well as a mood board filled with inspiring reference images, we will be able to create unique and detailed ice cave environments that speak to the perilous world of Erendorn. Before work is started on creating them, however, more references will be added to the mood board as development continues and ideas are generated.
Our new teaser trailer will show you what Twilight Elf Assassin’s are really about!
It’s been a colossal week in the programming department here at Project Gamechanger. This is because nearly every ability in the game has been reworked to include the major stat rebalance that was carried out a few weeks ago. Scaling was also added to the abilities so that their damage/effects can scale with the new stats as well as the current ones. The new stats include:
Several playable characters had their abilities reworked, starting with the Zentragal. A humanoid spider skilled in the deceptive art of dark magic, these creatures rely on an arsenal of sinister abilities that have all been modified this week. Corrupt, for example, now deals 1-2 (+30% Ability Power) Void Damage ignoring Resilience and Armour. It also reduces the enemy’s Movement by -2, allowing the Zentragal to more easily attack its target. This ability has a 3 turn cooldown time and costs 0 Mana.
The Parakaw Astromancer also received updated abilities, including but in no way limited to:
The unparalleled and terrifying stealth possessed by our Twilight Elf Assassin is reflected in the ability Shadowleap, which allows the Assassin to silently leap behind an enemy up to 6 tiles away and deal 19-25 (+30% Ability Power) Physical Damage ignoring Armour. Shadowleap stuns 1-4 tile enemies for one turn, has a 6 turn CD and costs 40 Energy.
Over 140 abilities were reworked this week, including ones for other characters like the Human Knight, Forest Druid, Earthen Dwarf and Watertarg Excursionist. Of these abilities, over 50 generic spells and skills were also reworked to include the stat balance.
Zentragals possess dark, deceptive powers, all of which were reworked this week in the server.
Abilities aren’t the only things getting reworked in this week’s game devlog. All ability blocks have also been reworked so that they inherit some functionality from a base class. This simplifies the retrieving and setting of variables that are shared between blocks. A few ability blocks actually had some inputs that were being used incorrectly, an issue that should be fixed by next week. In the meantime, a few new ability blocks were added:
In addition to all this, ability blocks in the DOE Editor have also had some of their tooltips and labels reworked for clarity. Ability blocks and statuses are now also listed in order to enhance user friendliness.
Abilities and ability blocks weren’t the only things to receive a lot of attention this week. Four new mechanics were also implemented into the server:
After all of this work was boxed away, focus was turned to game entities. All players now start with 15 Ability Power, 50 Haste, 50 Critical Chance and 150 Critical Modifier. As well as this, all enemies now also start with 50 Haste, 50 Critical Chance and 125 Critical Modifier.
Check out our brand new teaser trailer to get a taste of what goes on inside the perilous dungeon depths.
That’s it for this week’s game devlog! Remember to tune in every Friday to keep up to date with the latest news about our upcoming fantasy RPG. In the meantime, make sure to follow us on social media where we post exclusive content every day!
You may notice that something is a little different in this week’s game devlog. As we continue developing our first animated dungeon scene, our Animator has spent the week working in Unity, posing characters and refining scenes. This means that, because we don’t want to give too much away about this project, the ‘Animation’ section won’t be making an appearance in this week’s devlog. But don’t fret! We’ll be showing you the latest model we’ve been working on as well as the Twilight Elf Assassin’s brand new aura, so let’s get into it.
After completing the Wolvajin in last week’s devlog, our Character Artist set their sights on the rest of the various canine characters. Since there are many of these in Depths of Erendorn, it was important for our artist to find a way of creating them quickly and, if possible, all at once.
Starting with the wolf, our artist began by stealing the head from the Wolvajin model and editing it in order to save time on sculpting. They then:
Once the wolf is retopologised and unwrapped, we will be left with a good mesh that will be able to be used for all the canines in Erendorn; it will just be a matter of reshaping certain areas through further sculpting in order to tailor it to the respective character.
To make the various types of canines in Erendorn, our artist created a basic wolf mesh that can be reused and reshaped to create various canine creatures
New in the dungeons this week are some rugged stone pillars, which will help to further reinforce these rooms as gritty, subterranean pockets where dangers could lurk behind any corner – and now, pillar. These additions were created using the same texturing method that was used on the cave walls in order to maintain consistency.
The Twilight Elves of Erendorn have a purple aura because of their attunement to the Void.
Another way we will be maintaining consistency in our environment is by creating a DOE Art Bible. Given the size of Depths of Erendorn, we can’t rely on a single person to uphold the art of the project. In order to maintain the consistency and quality of the art in the game, it is important that we use this art bible to communicate our graphics, which will help to form a strong and consistent visual language for Depths of Erendorn.
The final piece of work our Environment Artist focussed on was actually nothing to do with the environment at all. Working with our game developers, research and development was carried out so that we could create the Twilight Elf Assassin’s aura. In Depths of Erendorn, Twilight Elves have a strong attunement to the Void, resulting in a purple aura that emanates from each individual. This is a key signifier of this race and we’re loving how it looks in the dark, murky dungeons.
When they weren’t helping out with creating the VFX aura on the Twilight Elf Assassin, our game developers were busy implementing stats in the game. These include Haste, Crit, Crit Modifier, Level and Ability Power stats, which were all implemented for entities that currently exist in Depths of Erendorn.
Meanwhile, some parts of the code base are having to be refactored so that we have the capacity to store values for each ongoing ability in the game. This is particularly in regards to abilities like Birds of Prey, which is possessed by the spellcasting Parakaws and is used to deal damage over time. Here, we want to store the damage value when it is cast so that even if the player’s stats change, the damage over time ability will not lose its damage for the abilities already in action. This is known as ‘snapshotting.’ Refactoring in this way will ultimately allow status effects to store values, and opening up this functionality is what lead to some parts of the code base getting changed.
Finally, to close this week’s game devlog, all the items in the database were removed. This is because all of the items are going to be remade using new stat values, which were created following a recent stat rebalance. All of the player-made characters also had to be removed from the database due to this stat rebalance, and also because it will give us a blank slate when our next round of internal testing starts.
Another Depths of Erendorn game devlog has reared its head and with it comes the newly completed Wolvajin model, which we’re very excited to show you guys. If you like what you see, make sure to follow us on Instagram, Twitter and Facebook where we post exclusive content about our upcoming fantasy RPG!
In last week’s game devlog, we spoke about how we were remodelling one of the fierce enemies in Depths of Erendorn, the Wolvajin. After heavily modifying the body, resculpting the anatomy and altering the proportions, we are happy to say that the sculpt was finished this week! Our Character Artist then retopologised and unwrapped the Wolvajin before moving on to texturing.
The focus over the last couple of days has been projection painting the fur. Projection painting is a technique that involves projecting photographs directly onto the model. Through this method, our Character Artist was able to paint the base of the height, roughness and colour of the fur simultaneously. This is because projection painting allows you to paint as many texture maps at the same time as you want. When working on creating fur on the Wolvajin, shorter hairs were used for the head, hands and lower legs while longer fur was used everywhere else.
Once the base of the fur was complete, different lighting tests were carried out to make sure that the base was looking correct. All of this hard work resulted in a new Wolvajin model that we think really captures their vicious and savage nature.
Our Animator spent this week working on an animation that will show a skirmish between a Twilight Elf Assassin and a horde of ravaging Zombies as they skulk through the dungeons. Whilst working on this, our Animator:
Like the dungeon scenes we created a few weeks ago, which showed a group of adventurers facing off against the nefarious Bandits, this animation will help to give us a taste of how fights will look and feel in Depths of Erendorn, as well as give us the chance of creating a really awesome scene that we think you’re going to enjoy!
In the environment this week, the cave walls kit was reworked in order to better suit the style and fit the dimensions of our dungeon environments. Our Environment Artist also created a Triplanar Overlay Shader for the cave walls, which:
The Triplanar Overlay Shader works by blending together the baked, high poly wall model information and a Worldspace Triplanar tiling material in Unity. This is just one of many new additions that have been made to Erendorn’s dungeon environments, which are now looking more ominous and rugged than ever.
This guide was put together by our Character Artist to describe the fur painting process. When painting the fur for the Wolvajin, however, Photoshop was not used since the height, roughness and colour could be painted at the same time in Substance Painter.
Over the last couple of weeks, our game developers have been operating sub rosa, putting together top secret and classified plans for the continuing development of Depths of Erendorn. In between these mysterious meetings, however, they made sure to give the server and game client some TLC.
In the server, Sockets Manager Logic continued to be worked on when possible. While this has not been implemented yet, it paves the way for a dynamic network structure that will better manage heavy player loads. Plans were also set in motion to include an Ability Power Stat. This means changing nearly every ability in the game to include this new stat which will scale at various rates on different abilities. Ability Power is a new stat that will allow players to get more power for their abilities. This means, for example, that while the Fireball ability currently deals 3-5 Damage for 4 Mana, after the rescaling work it will deal 6-10 (+30% Ability Power) Fire Damage ignoring Resilience and Armour. We are also rescaling character stats to be higher, roughly by a factor of three, so that we can have a bit more freedom with stats. This will, in turn, add another dimension to a player’s character and enable them to play how they would like to play.
Meanwhile, in the client, an anti-aliasing/camera post-processing plugin was imported into the project. Aliasing is the name given to a problem that happens when trying to display lines and edges on a grid of squares (pixels). This can give a line a jagged and pixelated look, almost like a staircase. Anti-aliasing, however, makes the line appear smoother by spreading it over several pixels. Therefore, we have used an anti-aliasing plugin to make all the edges and lines in Depths of Erendorn appear smooth. This will dramatically improve the overall look of the game.
The cave walls kit was reworked in order to better suit the style as well as fit the dimensions of our dungeon environments.
A Unity Renderer Package was also installed into the client this week. This will allow us to capture gameplay footage in the future, a feature we’re excited to make use of!
An old character model is getting remade in this week’s game devlog, and the Grid Shader in Unity now boasts several new features that will improve the overall feel of Depths of Erendorn. As always, remember to stay tuned to our Instagram, Twitter and Facebook for all the latest updates on our fantasy RPG!
Rather than beginning work on a new character model, this week we decided to revisit one of the older ones! Wolvajins are terrifying, humanoid wolf creatures that can viciously attack you in Depths of Erendorn. Their original model, however, didn’t quite capture the nature of these fierce creatures, so our Character Artist decided to remake it with a few refinements:
We changed the body proportions on the Wolvajin model so that it not only appeared more anatomically correct, but also so that the legs would seem slightly longer. Wolvajins are impressively fast creatures so it was important to ensure that this part of the anatomy was given some attention. By making it so that the model was a total of 10 heads tall, 5 for each half of the body, our Character Artist was able to keep everything in proportion while also making the legs appear slightly longer.
Before we remade the head, our Character Artist first sculpted the skull in order to give themselves a better understanding of the head shape. In spite of this, we still had some difficulty getting the head shape just right since there were a lot of changes that had to be made on it.
In the end, the new head shape ended up looking more fierce and more realistic than the original model. For a final touch, our Character Artist sculpted a snarling expression onto the Wolvajin as these kind of features are often used on ferocious, animalistic characters.
Our Animator worked on a few more animations for the Watertarg this week, including ones that show the character disarming, equipping/unequipping a weapon and performing two casting animations. After these were done, a few of the animation poses were adjusted to ensure that everything was where it should be. Once we were happy with all of this, the Watertarg animations and meshes were exported to Unity in one FBX file so that they could be tested in the game.
This week, there were some issues with the animations of the Forest Druid model which were causing a camera bug to occur in Unity. To resolve this, our Animator fixed the off-scale and rotation for the coat rig on the Forest Druid. Once this had been done, the character could be animated properly without causing any issues to arise.
Another dungeon scene is being created in Unity this week. This serves as a taste of how Depths of Erendorn will be experienced and also allows us to experiment with different assets, lighting and post-processing effects. Our Environment Artist started by migrating all of the required assets over to the main project. These assets were then used to dress the cinematic scene, and they include things like crystal clusters and wooden barrels.
Our artist continued working on this dungeon scene by:
A new Grid Shader was implemented this week using Unity’s newest rendering technology: High Definition Render Pipeline (HDRP). The grid will be used in the game in order to help players understand how far they can move, how far away targets are and much more. There are several new features that the Grid Shader now makes use of, and these all improve the overall feel of the game when you play:
The week was rounded off with the input being validated in the Game Lobby. This means that if the input is a number, you will only be able to put it in the input field. A lot of planning work was also done on the project so that there is a clear direction as we move forward. Some of this work will be detailed in next week’s game devlog, so make sure you stay tuned!