Update 33: New Zones and More

Hi all!

Last month’s massive update included concepts and initial work related to two new zones, Tel Ekir (the Ashira dungeon) and Sungreet Strand (an outdoor zone to the north of Night Harbor).

Those zones, their inhabitants, and the systems that support new gameplay related to them, will continue to be a focus for us in the coming weeks.

While that’s being worked on, we’re also spending some time to bring new tooling online, knocking out bugs, refining existing systems, and pushing forward on more player character work.

Oh, and we snuck in a quick open stress test on July 4th in honor of our not having a king (or any other sort of boss) to tell us not to and because we wanted to see what would happen.

It ended up being a pretty good time.

Stay tuned for more.

 

Character Art and Concepts

  • Modeled and implemented first iteration of Halfling male & female

  • Integrated new Ogre rig and started blocking out female Ogre

  • Deep Dwarf proof of concept

  • Started adding variety in backpack appearances

  • Cleaned up old Bat model and set him up to LERP

  • Worked on organizing player feature options and added a couple new ones!

  • Made a Skull Staff!

  • Ghoul retexture

  • Various other mob concepts

    Oh… and Lizardman concept iteration (because Zukan really loves lizards, we love Zukan, and Goblin loves doing cool concepts).

 

Environment Art

Tel Ekir

  • Completed first pass of Tel Ekir A grey box; the zone is ready to implement NPC population

  • Began applying placeholder textures to the gray box geometry

  • Began fixing gray box UVs

  • Scarlet Savanna Concept

Sungreet Strand

  • Began blocking out the Quarry in Sungreet Strand

  • Finished blocking out the Pyrmos Ogre Fort

  • Finished blocking out the Darrak Nor Hideout

  • Finished blocking out the Ravine Pass to Tel'Ekir

  • Finished a second pass on terrain at Sungreet Strand

  • Incorporated the Night Harbor facade at the Sungreet Strand zone line

  • Began blocking out the Glacial Steps

 

Animation

  • Tweaks to some existing player combat anims

  • Rigging for the Ogre and Halflings

  • Started animations for Ogres and Bards (though, maybe not Ogre Bards… or… ?)

Design

  • Class & Ability iteration

  • Some zone designs for the next biome (hint: it’ll be green and to the north)

  • Design work related to two new integrated game modes: Hardcore & Self-found

  • Design iteration related to Tel Ekir and Sungreet Strand

  • Began implementation work on those zones

 

Tech

General

  • No longer drop when using /fly

  • Added tabs to user options interface

  • Added settings to disable drop/destroy confirmation

  • Message when /corpse and no corpse in zone and fixed typo in /corpse help text

  • Added faction and HID data to /stats command printout for npcs

  • Added punctuation to a number of messages

  • Fixed unable to scribe innate abilities

  • When purchasing from a merchant or skill trainer, they will now take player coin starting with the lowest denomination up, with change if needed

Statics Tooling (interactive objects)

  • Improvements to static placement development tools

  • Static world objects can now have attached zonelines, defined in our database

  • Static world objects can now be configured to face the direction they are moving

  • State transitions for static world objects can now be scheduled by time of day

Zone Line Improvements

  • More zonelines coverted to use our new zoneline system

  • Fixed some irrecoverable zoning failures, now sending the player to zone safe location instead of back to previous zone in those cases

  • Improved how characters are placed on geometry when zoning in along a zoneline

Internal Tooling - Dressing Room

  • Ability to load/save items to the DB

  • Swap textures and Lerps to customize characters and equipment

  • Change Entity features like facial features/skin tone, sex, race

  • Search/Find NPC by race, sex, zone, level range, search by name

  • Play some animations

  • Free Fly Cam

  • Lighting Brightness

  • Left/Right Arrows for Navigation

  • NPC editing and Player Character Equipment Editing

  • Save/Load NPC Data to DB

Internal Tooling - NPC Editor

  • Change NPC appearance directly in the game world

  • Save/Load NPC Data via DB

  • Search/Filter functionality

There was more on the tech side of things, but Ali plans on writing up a bigger post on that. We’ll include it in the next update.

 

In Closing

The recent surprise stress test was a lot of fun.

The VOD for that will be posted soon, so check out our YouTube channel or just watch it now on Twitch (while it’s still up).

And be sure that you’re in our Discord with notifications on, since you never know when we’ll do another test.

Join our Mailing List if you haven’t already. We appreciate seeing that number getting bigger.

Thanks a ton for the support!

We look forward to seeing you around. Bring some friends!

Zukan playing, while aLovingRobot chats during the July 4th stress test.

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Update 34: July 2023

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Update 32: April & May 2023