Update 19: The March of Progress

Hello everyone!

Rather than a bunch of words this time around, how about we give you some bulleted lists and a lot of images?

Okay?

Let’s go!

Design

  • Modified our player starting stats and formulas to begin at a much lower number

    • This reduced them down from a starting range of 70-90 points per attribute, down to 7-10

    • We’ll continue to test the approach, with regards to feel & scaling

  • Created lore for “Tomb of the Last Wyrmsbane,” a low level dungeon near Night Harbor

  • Implemented a first pass base population for Tomb of the Last Wyrmsbane and the new Night Harbor newbie yard

  • Lore deep dive on the history of the Proof of Concept (POC) region

  • Refined POC region layout, zone names, and lore

  • Started adding playable placeholder zones for the remaining POC areas

  • Continued creating new mob types and mob ability loadouts

Character Art

  • Reworked human geo and UVs to be more efficient

  • Additional iteration on Ogre player character geo

  • Smoothing out animation cycles to fix issues like knee and elbow popping

  • Lots of UV cleanup and standardization to help us with Player Customization and texture reuse

  • Reworked existing player textures into separate layers for each material type (plate, leather, mail, etc) to expand customization options

Environment Art

  • Continued the gray boxing, concepting, and build out of Night Harbor

    • Bank

    • Bathhouse

    • Fisherman's Warf area

    • Guildhall

    • Governmental Building - Tier 1

    • Inn

    • Tier 3 buildings

  • Created gray box layout for Tomb of the Last Wyrmsbane

  • Create the Login Screen Geo

  • Additional Concept Art


Tech Work

  • Created a Test Client that logs in 500 users and rotates them in place to load test user density in a small space

    • We are zone based, but we still use some of the advantages modern zone-less/streaming games use

    • For example, we gain some efficiencies by sectoring off actors that cannot possibly interact (due to distance and/or other factors)

    • So 500 users spread out is easy for us; 500 users in one square meter is a workload

    • Next target for efficiency tests is 1,000 users in one square meter

  • Support for UI & other sound implementation (with new sounds added)

  • First person camera view now supported for all races, with camera movement on sit/stand and melee combat strikes

  • Third person camera view adjusted to fit each race

  • "Death cam" - camera slowly pans over your corpse after you die, revealing the scene of your death

  • Added support for player surnames, and support for GMs to grant titles to players

  • Continuous Integration and Continuous Delivery (CICD) pipeline for automated linux server build and deployment to live server

  • Improvements to Win64 client build, and automated client build pipeline

  • New login screen scene tweaks and setup

  • Entering chat while running now automatically starts auto-run

  • Database migrations to increase the length of many of our identifiers so they can be specified with more intuitive naming

  • Fixed an issue where some dexterity values caused a combat calculation to divide by zero

  • Fixed an issue where offhand melee damage displayed the wrong weapon damage type


Other Stuff

We researched Print on Demand merch and integration of the shop into our website, but we’re not 100% happy with the results, so we’re going to push that for a bit.

We want to provide the best quality products, and really be proud of everything that has our name on it. Print on Demand is the easiest option for a small team like ours, because otherwise we have to front the production costs, handle fulfillment, etc…

But POD provides a quality that’s a bit below our goal of eventually creating the highest quality merch for our community.

So, we’ll keep evaluating our options, while iterating on product design.

Plus, it still feels a little weird to sell merch before the game is out.

So, with that said:

  • Are we being too picky?

  • Would you rather have something now and we can improve things as we go?

  • Is it lame to sell merch prior to the game being out?

  • Is it mean to include the teaser below? (oh, man… there’s a lot more than what’s shown in this image)

Hop into Discord and give us your thoughts and/or suggestions!

In closing

Thanks again for another fun month of streams and conversations!

Be sure to check our YouTube channel regularly for the latest streams from everyone on the team: https://www.youtube.com/c/MonstersMemories

Subscribe and share if you like what you see there.

Talk to you soon!

Okay, we goofed around a little as well…

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Update 20: April was no joke

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Update 18: Short Month, Big Progress