Update 22: Staying Busy This Summer

Hello everyone!

No epic update video for you this month, but we’re working on something cool that’ll likely scratch that itch before the month is out.

Video aside, this month is still loaded with plenty of updates.

Enjoy!

Character Art & Concepts

  • Elemental/Elemental Pet modeled

  • Elemental Shader Prototyped

  • Dropped item bag

  • Backpack, quiver, pouch, arrow, lantern, torch attachment items modeled

  • Integration work with Tech to support Player Character Gear (attachments) system

  • Finished up jackal model

  • Sculpted initial draft of both male & female Ashira

  • Integrated first pass animations for all the critters

  • Modeled all the robe meshes for Human, Ogre, Gnome

  • Initial concepts for Ghouls, Gargoyles, and Giants

  • More Player Character textures to support Player Customization work (see tech below)

  • Worked with Tech to define and integrate better skin tone, hair color, and other presets

  • Worked with Tech on our data-driven item appearance tools

Zukan typically sculpts the models, then proceeds to “chonkify” them to get the old school, slightly blockier look before we apply textures.

We’re working on a system that allows players to show certain equipment on their character (such as backpacks, quivers, belt pouches, scrolls, flasks, books, lanterns, cloaks, and other items.

The visuals aren’t forced (ie not everyone has to show their backpack if they don’t want to) and are meant to help provide more interesting character customization, as well as reinforce the adventure themes.

We’ve got some cool concepts for our Elementals (see concept art below), and have done some pre-visualization work to see how we want to tackle the shaders for them. See that in action in the video above.

We’ve been spending time on creating an art pipeline that lets us break our armor/items in many layers, which we can mix-and-match, and also modify the colors and styles of, via our visualizer and design database.

This gives us a ton of overall variety and reduces our production time/costs.

Don’t worry, the example above runs through a few extremes, but we won’t go too shiny.

More on this soon! There’s a lot to show off.

Environment Art & Concepts

  • Continued the grey boxing of the Western Districts of Night Harbor

  • Created and placed the Night Market structures

  • Concepted additional structures, and harbor entrance’s statues

  • Weather system is now integrated

Design

  • Starting Stat Changes

  • Combat Formula Work

  • Focused Combat Testing

  • Ability Creation & Balancing

  • Itemization & Crafting Recipes

  • Mob Placement/Population Work

  • Class/Race Combo List Revised (both Starting & Quest Unlocks)

  • Class Description Write-ups

  • Began work on Night Harbor Starting Quests

  • Integrated our new Title Screen track (thanks Robert!)


Tech

  • Now supporting facial feature customization for Ogre and Human

  • More detailed facial customization added for Gnomes

  • Now using more natural skin tones, features, and hair colors during character customization

  • Fixes to loading character skin and face on same-zone respawn and equipping items

  • Illusion spells now support skin tone and facial feature customization

  • Player corpses now have the correct customized skin tone and face

  • Fixed intermediate face being displayed between changing face options during char customization

  • Fixed a framerate issue in the login scene

  • Created ability effects for melee abilities such as weapon scaled damage

  • Implemented bows and ranged combat

  • Created proper skill gain formulas

  • Animation system re-creation to support a large variety of models with standard animations

  • Revamped Inventory System

  • Continued balance patches

  • Adjusted walk speeds globally

  • Weather System added

  • Updated spell interruption and channeling

  • Texture loading optimization (more than 10x faster)

  • Implemented automated building and deployment of executables in preparation for launcher

  • Added tons of texturing options with new blend modes, masking, etc all data driven

  • Players no longer float 6 inches off the ground!

  • Better caching routines for faster loading, but also shouldn't fill up user’s memory

  • Global textures that can be worn by any race

  • Dressing room tool created

  • Tons of bug fixing and polish

  • New obfuscation measures

In Closing

As you can see, it’s been another busy month.

Big thanks to everyone on the team for continuing to drive MnM forward at an impressive clip (especially, with it being Summer and all).

And another big thank you for all of the feedback and pleasant interactions on our Livestreams and in Discord.

If you haven’t already, don’t forget to check out our:

Have a great month and hopefully, we’ll see you on one of our streams or in Discord!

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Update 23: Another Hot Month

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Update 21: Our First Video Update