Update 21: Our First Video Update
Hello everyone!
When we gathered our notes for what we got done in May, much of it was visual and seemed like it would be better conveyed in video.
So, we decided to give that a try!
Please let us know what you think in the video’s comments or on our Discord.
Don’t worry, we’ve got some notes below to help clarify anything you might have seen in the video, as well as mention a few bits that didn’t make it in.
Tech
Made headway on character customization system - work in progress.
Now displaying race models during char creation, with zoom in and lighting for customization
Preparation / work-in-progress for moving to Unity "addressables" for sound assets
Added support for randomized combat sounds
Added support for on-death sounds
Utilized new skeleton sounds in-game
Selected target tweaks for color and combat flashing
Fixes for weapon procs
Shrink/grow effects now change character collider size
Fix for some duplicate INVULNERABLE chat messages in GM invuln mode
Fix for NPCs not re-targeting nearest target when rooted
Refactored chat UI window for performance.
Various other small fixes and polishes
Concepts
Concept work focused on Night Harbor’s feel, structures, and racial design motifs; additional racial/environmental postcards; more monsters; Glass Flats feel; initial UI style ideas
Character Art
Finished the Jackal model
Rigged and weight the Beetle, Rat, and Snake in preparation for Animations
Beetle, Rat, and Snake set-up in Cascadeur
Began Animating the Snake (kick has not been animated yet)
Zukan was able to go enjoy some sunlight on a beach
Environment Art
Work continued on blocking out and building Night Harbor’s Western Districts
This includes the City Walls, Garrison, Training Yards, Naval Dockyards, Keep, and Prison
Tomb of the Last Wyrmsbane received some love in the form of a prop pass, layout additions, and spiderwebs
Block out terrain meshes were cleaned up and optimized in Sungreet Strand, Glass Flats, Dragons’ Run, and Vale of Zintar
Some experimentation in engine on props and textures for Glass Flat’s Crystal Forest
Experimentation on a Greyscale Texture Pipeline with Hue Variation (both on environment textures, as well as characters)
Design
A big focus here has been on getting the lore foundation in place for Night Harbor, and the broader proof of concept’s key factions and characters.
This is in preparation for a concerted push to begin implementing our first pass of player facing content.
More details on the progress here is likely to be provided in the next update.
And as always, we’ve continued to playtest, work on class designs, and player & NPC abilities.
In Closing
A huge thanks for all of the great interactions this month on the various livestreams and in Discord!
If you haven’t already, don’t forget to check out our:
We hope you enjoyed the video this month.
Take care and thanks again!