Update 26: We’re thankful for…
We’re thankful for another productive month, the fact that it’s still sunny in game, and for all of you continuing to keep tabs on our progress.
November is a wrap, and we’ve got one month left until 2023.
A major goal for December is to get a small group of friends and family in to play with us to work the kinks out of our playtest pipeline.
The hope is to quickly get to the point where we can then invite folks from the broader community in to test things with us while we continue to work on our “proof of concept” in 2023.
This is in keeping with our approach of always gathering feedback from the community as we go, and being open with our development process.
This test is not to be assumed to mean that we’re close to Alpha, nearing completion, or getting ready to go live in some capacity.
With that stated - fingers crossed all goes well this month - and maybe we’ll get to test some stuff together in the not-to-distant future.
Character Art & Concepts
Implemented a new hair option for Human Male
Worked on Human Female hair styles
Created a first pass skin base texture (ongoing discussion)
Texture style exploration and iteration (for all visible slots)
Visible item tooling (dressing room) concepting and discussion
Human animation (and animation system) iteration
Crocodile Animations started
Environment Art
Created new Tent models
Created a new Torch model and material
Roughed out Archaeologist campsite outside Wyrmsbane
Added more Tent variety to Travelers Camp
Finished roughout of Night Market area
Cleaned up, optimized, and finalized the look of the Night Market Entrance Arch
Created new materials and textures for the Night Market Arch
Converted old Elementalist Temple geo into a new Temple of Relle, replacing the older rough geo
Created materials for Steel Talons heraldry banners
Finished roughing out The Garrison layout to support future population/content pass
Started to Prop out The Garrison
Modelled first pass of The Main Gate to Night Harbor
Modelled first pass of the Garrison's Gate and Portcullis
Modelled first pass of Standard Doors and Doorframes for Night Harbor
Created and animated all of the above listed doors and gates
Modelled Trebuchets for the Garrison
Modelled and Textured Wayshrine object based on Luna and Goblin's concepts
Various Material, Collison, and Nav fixes across multiple zones
Modelled Ship for Garrison, and created a Sails Material
Made progress grey-boxing the Harbor District in Night Harbor
Prop placement for various camps in Shaded Dunes
Game Design/QA
Added Mining Nodes to Night Harbor
Wyrmsbane Tomb Population changes and additions
Bone Construct encounter abilities
Wyrmsbane Itemization changes and additions
Shaded Dunes mob ability changes and additions
Created many new abilities
Fixed various Abilities
Rebalanced various abilities
Created additional NPC Ability Loadout Sets
Added Smelting Recipe
Added Blacksmithing Recipes
Completed Druid faction writeup (Circle of Scarce Rains)
Implemented and integrated Druid faction into existing faction system
Populated Druid Guild Hall
Added initial Druid, Necromancer, Shadow Knight, and Inquisitor quests
Implemented 'Wayshrine' mechanics
Completed a design proposal for the crafting system
Completed Shaman/Beastmaster faction writeup (Seekers of the Lost Eye)
Added more Zone Mud Action descriptions of various locations within Night Harbor, Shaded Dunes, and Tomb of the Last Wyrmsbane
Zone population and camp changes for Shaded Dunes
Documented a large chunk of our design tooling as part of onboarding Luna
Identified design tool issues and feature requests as part of documenting them
Tech
Fixes
Fixed a bug where negative stat values on items could cause multiple stats to not show up in the inspection window
Made applicable mobs rotate correctly when walking on sloped terrain
Added a new general culling group manager for distance-based performance optimizations
Fixed camera pop when right click mouse looking out of left click pan camera
Fix female human models crashing model loading
Fix error in git repo causing meta files to be discarded causing massive asset failures
Fixes for charmed mobs
Fix errors on login
Fix cleanup of buff volumes when they are destroyed or when exiting one volume and entering another
Fix monk FD sit animation stuck bug
Fix for NPCs struggling to attack you if you circle strafe them!
Additions and Improvements
New bard cast system
Fully integrated languages when talking between players
Fully integrated languages when talking to NPCs
Made NPCs use a primary language when communicating
Upgrades to the build pipeline and CI/CD pipeline in preparation for letting people in
Implemented PatchKit
Handled null messages which were crashing client
Graphics optimization for higher FPS
New click volume system for better selection
New tab targeting system
Death Shroud System
Now loading closest entity models first
Made rain size smaller
Autogrant abilities with skills
Ability Books are now physical things and must be equipped to memorize spells
Support for wide zone lines
Disabled character select race button if there are no allowed classes for that race
Now Automatically selects a race/class when character select screen loads
Editor & Design Support
Design Tool: Zone panel autoincrement IDs (optional)
Design Tool: Zone panel fixes
Added Quest commands
%die:1%
%spawn:<spawnGroupHID>%
%spawn:<spawnGroupHID>:<x>:<y>:<z>:<facing>%
Quest response %aggro:true% and %aggro:false%
No despawn flag for conditional spawns
Added database Animation "mining" which corresponds to Client Animation Trigger Parameter "TS.Mining"
Added %level:<Minimum Level>% and %maxlevel:<Maximum Level>% quest prompts that limit level of quest
Changed MUD object prompts to be "any" instead of "all"
Merged MUD actions with quest system and add tons of features to both
Changed faction spawn command
Npc Flag No Experience
Ability Effect "npc" (Create Npc) now has (relative to caster)
Ability Effect "tgr" Trigger
Fix quest handins where multiple of the same item are required. Add ability to tag quests to only respond once. Add %returnitems:true%
Increased AbilityListHID to 64
Added helper utility for loading/unloading multiple scenes within the Editor
Added helper utility for enabling/disabling multiple gameobjects within a parent gameobject
New MnMedit (data editor) - Can now use MnM Edit with Live DB/Server
New MnMedit (data editor) - Query Items from DB
New MnMedit (data editor) - DB Logs search and filtering
New MnMedit (data editor) - Server log search
Art Support
Rearranged item model data and prefabs
Implemented loading shoulders
Implemented hair in 3 sections, allowing gear to hide hair at a granular level
Fixed for Unity Skinned Mesh bounds misalignment issue
Fixed female human ears
Fixed loading root attachments where bone counts do not match
Asymmetrical shoulders support
Revamp zone loading, unloading, ZoneList, and subscene loader
Worked with Urkenstaff to set up looping mining animation and rudimentary combat idle animation
Refactored Entity Animations into their own class for organization
Setup deadzones to ignore velocity impulses from recurring entity snapping to gameworld floor
Fix characters frozen "gliding"
In Closing
Thanks for checking out the update, and for your continued support and participation in our Discord, livestreams, and VODs. We appreciate all of the comments and discussion.
Simon and Aimee are both now listed on the Team page. Go check it out! They’ve hit the ground running, and we’re happy to have them onboard.
Congrats to Keith, for Mandrake Farms hitting 500 subscribers on YouTube. It was a passion project of his from prior to joining the team. It features condensed MnM videos centered on a specific topic or topics we cover during a livesteam.
That’s it for November!
Take care and we’ll see you soon!