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!

Previous
Previous

Update 22: Staying Busy This Summer

Next
Next

Update 20: April was no joke