Our 2021 Q1 Newsletter is up! Check out our latest development updates, an in-depth look at the Skimmer's Cove zone with new lore, an interview with our Lead Developer, and much more!
https://t.co/OMWPhn3GWG
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Hey!
We need an entry to mid level engineer on site (after COVID) at our Erie PA HQ.
Unity wiz preferred. Console experience a plus.
Healthcare, flex hours, benefits, low cost of living, no crunch.
Hit us up! [email protected]#gamejobs
Weekly Update: We've continued building out our ranged combat by improving arrow physics and flight effects, integrating ranged weapons into our inventory system, and implementing stance swaps between bow and melee combat
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Weekly Update: We've started working on our ranged combat systems, beginning with Archery. It's still pretty raw, but here's a sneak peak at the type of 3rd-person, aimed systems we're working to bring to DTN.
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Weekly Update: We've added our 3rd player character race, the Half-Orc. We've implemented the first iteration of both male and female Half-Orc through our character creator and into the full game loop.
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Weekly Update: We've continued our implementation of the Alfar race as player characters, including our first iteration of a female player character! Big props to @DtnScribbles getting these new custom models game ready!
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Weekly Update: We've started implementing our second player character race, the Alfar. We're also testing out an over-the-shoulder camera option for those that enjoy more of the adventure-style, 3rd person perspective.
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Weekly Update: We implemented a new vegetation system, including new vegetation objects, more realistic wind reaction, character and particle collision detection, improved shader optimization, and updated post-processing.
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Weekly Update: We've implemented a supply route system between points of interest, allowing NPCs to mount up and move goods. Some will patrol the road on horseback, and others will operate and protect the lootable wagons.
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Weekly Update: We added an open world mount system and did some initial testing by stealing horses from the new 'Serpent's Den' area, an imposing outpost and supply line for the Seditious Sanctum's 'Black Serpents' clan
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Weekly Update: We added non-humanoids, including several brand new models, to our updated NPC controllers. Our staff put these mobs to the test as we continue to bug/fix and improve our group combat mechanics.
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We're so lucky to have the amazing @soylentcosplay as our makeup and SFX artist on set. She's responsible for all the soot, grime and blood effects you've seen in our latest episode! If you haven't seen it yet, click here! https://t.co/WWcXi9ZEc0
Weekly Update: As previewed on @lordsimurgh's stream, this week we continued our player character updates with new animations, stances, melee attacks, and various effects for our Shadowknight class and their Pact Fiend pet
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Weekly Update: We've continued adding to our NPCs by extending the new controller to more models, and we've created a custom patrol system. We tested 30 closely packed free patrols with minimal performance impact ~60fps
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This week, we've continued our NPC controller updates with new melee abilities. Mobs will now mix in strong attacks, stuns, double hits, and some will retaliate to certain types of damage with things like tail whip/knockback
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Weekly Update: We totally rebuilt our NPC controllers to allow for more modular creation of abilities and routines by mob. We tested it out by giving our serpent race Evokers, and let's just say they're not pushovers anymore
#screenshotsaturday#gamedev#MMORPG#indiedev#gaming
This week, we've been optimizing our very large zones, saving ~15fps in early testing. We've also dove into a new cloth physics system, upgraded our post-effects, and added player head movement to our targeting system
#screenshotsaturday#gamedev#mmorpg#indiedev#gaming