Update 27: Ending the Year Strong
Hi all!
Despite the holidays, the team carried on as usual and produced plenty of new stuff for us to show off in this month’s update.
They also prepped things for the launch of our Friends & Family (F&F) playtest, which is currently underway.
A big part of having F&F is for us to get a feel for whether or not we’re ready to attempt larger, open playtests with our community. So far, things are looking really good.
The goal with of our initial public playtests will be to get a feel for how our game operates under the stress of higher concurrent user counts. It’ll be an interesting test of our foundational tech, and help set the focus for our next steps this year.
Plus, it’ll just be fun.
Keep in mind that we’re doing all of this extremely early in our process. We’d rather catch problems early in development, get feedback, and integrate that knowledge as we go.
This approach of being open with our development, integrating feedback early, and iterating constantly has served us well so far.
And on that note, here’s what we’ve been up to:
Character Art & Concepts
Created Willowisp model and materials
Created Ghost / Specter shader
Implemented first pass of the Ghoul model
Shadowmen added
Handful of armor attachment slots added
Skeleton attachments added
Continued iteration on Human skin and armor texture style/fidelity
Tons of spell effects work
Environment Art
Started New Block out the Sagesyde District.
Wizards Tower
Spellbinders Spire
Library
Start Enchanter Class Area in Library
Housing area
Moved Gate into Highpoint Terrace
Set up Teleportation Navigation in Sagesyde
Started cleaning up Night Harbor's northern walls and fortifications
Did a quick light pass to class starting areas in Night Harbor
Created a shader for glowing runes / symbols in the environment
Night Harbor Western Newbie Yard
Broke up the wall around newbie yard
Added materials to various gray box geo
Various geo, material, and nav mesh fixes across multiple zones
Night Harbor Docks district work continued
Animation
First pass on Ashira animations
First pass on Elemental rig and some animations
Second pass on Human male combat animations
Overhaul of several animation systems
Bunch of small fixes with animation controllers
Game Design/QA
Prep for Friends & Family playtests
The first of our weekly Test Server updates, which includes:
Items
Several item costs have been adjusted
Various Tomb of the Last Wyrmsbane Named Item Drops have received some balance adjustments
Tomb of the Last Wyrmsbane Named Drops are now either common, uncommon, and/or rare drops
Added multiple new unique drops for various named in Tomb of the Last Wyrmsbane
Added Stone resource from Mining
Added Sharpening Stone Blacksmithing recipe
Added Bronze Chain and Bronze Plate Blacksmithing recipes
Added ability to Scrap Rusty Bronze Chain and Rusty Bronze Plate using Blacksmithing
Added Hammer and Chisel item
Throwing Dagger stats and class requirements adjusted
Bag costs increased
Lantern cost increased
Rusty Bronze Plate and Rusty Bronze Plate armor now drop
Rusty Bronze Weapons now drop
Rusty Bronze Plate and Rusty Bronze Chain armor can now be upgraded to Tarnished Bronze Plate and Tarnished Bronze Chain with Blacksmithing
Rusty Weapons and Rusty Bronze Weapons can now be upgraded to Tarnished Weapons and Tarnished Bronze Weapons with Blacksmithing
Removed Rusty Chain, Tarnished Chain, Rusty Plate, and Tarnished Plate armor sets from the game
Spellbook is equippable only to Belt Bag Slots currently
Added several pattern items
Merchants
You can now buy additional spellbooks from Spell Vendors
Bag Vendors will not buy as many things
Tailoring and Leatherworking patterns added
Added Tailoring Kit and Seam Ripper to a few additional NPCs
Several recipes now require a Pattern item component
Removed several sets of armor from being sold
Additional merchants added to the Black Feather Bazaar area
Mobs and Encounters
Various Tomb of the Last Wyrmsbane encounters have received some balance and AI adjustments
Added missing Ability Sets to certain mobs in Tomb of the Last Wyrmsbane
Adjusted the level ranges of mobs in certain areas in Tomb of the Last Wyrmsbane
Minor Shaded Dunes mob volume adjustments
Night Harbor population work continued, include minor fixes and additions
Quests
Added to and updated various Quest content
Added placeholder guild note turn ins to Spell Merchants for Elementalist, Enchanter, and Wizard. Go get your robe!
First Shaman and Beastmaster quests added
Fixed various quest issues with the first Druid quest
Beastmaster quest #1 is now available for testing
MUD Action changes have fixed the first Inquisitor
Spell & Ability Updates
Too many to list here.
Note: the second weekly update is going out as I type this. Things are moving along quickly.
Sound/Music
Support for day/night sounds with RTCP
Palm trees now have separate day and night ambient sound sources (birds, crickets, etc.)
Level Up, Level Down, and Quest Complete sounds are now properly classified as "SFX" and work as Stingers, reducing music volume drastically when triggered
Optimization: All music and ambience tracks are now Streaming directly from disk
Adjusted Music Volume Slider default setting
Added sound to Torch_02 prefab (torches in the tunnel leading to Wyrmsbane)
Mining/Pickaxe sounds
Crocodile Jaw Clap, Growl, and Step sounds
Fixed an issue with double audio playing in Login Screen, caused by accidentally having two listeners in the scene
Shaded Dunes pyramids now have pulsating ambience sounds
Added Open & Close sounds to portcullis, doors, and gates
Spell sounds polished
Fixed an issue where audio would stop when game window is unfocused
Fixed an issue where audio would stop when zoning
Jackal step and barking sounds
Snake movement sounds
Rain and Thunder sounds
Ocean sound is now positional audio
Added ambience audio layers in Night Harbor and Shaded Dunes
Water stream sounds added
Death sound stinger added
Tech
Tech built a new launcher from scratch and then focused on support for F&F.
This included:
New Features
Hotbars and Macros Initial Implementation
Loading screen Lore!
Implemented “/target” command (alias “/tar”)
Launcher v4 Released
Implement “/reload” “/rewind” “/unstuck”
Main Menu - Character Selection / Creation
Overhaul of main menu code
Display character with equipment at Character Selection
Tab input focus/cycling
Validation prompt component
Rotate character model
Disable race selections if there are no available class selections
logging into a server, then backing out then logging into another server does not work
Fix issue trying to navigate back to login screen when using launcher
Fix issue camping and trying to load server list does not work
Fix skin tones not working
Remember the current feature selections when clicking Randomize button
Select the previously logged in character at character select screen
Pressing enter at delete character prompt will enter world instead of deleting
remember server/character selection
Various bug fixes when displaying character doll
Bug Fixes
Fixed models being invisible sometimes
Fixed pathfinding getting stuck
Spellbooks when dropped do not forget all their spells
Party bugs fixed (invalid party state, lost invites, and exp to party members getting lost)
Party UI now shows class
Will no longer say level 0 when targeting other players
Trade bugs causing dupes
Hair fix for humans
Trying to scribe a spell in an incorrect spellbook now correctly shows an error
All NPCs now have attack animations again
Spell effects now emit from both hands
Fixed skill training costs
Fix ground item decay causing errors
Prevent duplicate models from loading in Character Selection
Fixed a series of bugs causing infinite load screens
Texture seam cleanups on player races
Fixed some nametags not being culled when too far away
Sometimes interrupting spells does not work
There are some places where NPCs can get stuck and the unstuck code doesn’t detect it
MUD Actions with item requirements fixed to allow for held items
In Closing
Thanks again for being here! We hope you had a wonderful holiday season. Merry Christmas, Happy Hanukkah, Io Saturnalia, Bestest Festivus, or whatever else you’re into — and Happy New Year!
2023 is looking to be a really exciting year for us, so stick around.
Join the mailing list if you haven’t already. We’ll try to make it worthwhile in the coming months.