Defend The Night - Alpha 1 Trailer!
Check out our revamped site for newly released info on lore, races, classes, the world map, and much more! https://t.co/RHF9xM9IMJ
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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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Our weekly feature updates may be less frequent now, as we focus on optimization and systems testing, but we’ll continue to provide updates where possible. This week, we’ve replaced and optimized our environment lighting.
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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 got some of the staff together for some internal testing of all of the new content updates from the past few months. Found some new bugs to squash, but really happy overall with the recent progress.
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Weekly Update: We continued to add new content to the Skimmer's Cove, including the surroundings of the deserted village of Essendale, new NPCs, and new NPC abilities. Our bugs also claimed their first unsuspecting casualty.
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Weekly Update: We implemented a basic Merchant and Currency system, allowing NPC merchants to actually sell items from a randomized set of level appropriate gear. We also added multi-branch and counter style quest support.
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Weekly Update: We added new sky, weather, and ocean systems, and we've implemented basic dialogue and quests. Expect more meaningful questing than basic kill/fetch tasks in DTN, but these are good first tests. More to come!
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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: More work on our starting areas as we updated and tested points of interest around the Skimmer's Cove zone, including the entrance to the Seditious Sanctum dungeon, and we added several new NPC variants.
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Weekly Update: We continue to update zones and assets to Unity's latest release, and we added new UI elements with floating health bars and nameplates. Our starting areas also got some more love with new points of interest.
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Weekly Update: We made a big Unity upgrade to take advantage of the latest features of the engine, and a big shoutout to our World Designer, @Pyye_007, for some great work polishing up and bringing some early areas to life!
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Weekly Update: Lots of new content in our starting areas, including the village of Essendale and its haunted burial grounds. We're testing new lighting and effects to really emphasize that dark fantasy feel when appropriate.
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Weekly Update: Previously, starting zones like 'Skimmer's Cove' have been mostly barren testing areas. Big content updates are underway to bring these areas to life with new points of interest, vegetation, lighting, and NPCs
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Weeky Update: Big combat feedback update, for both players and NPCs, as we've added got hit animations, blood splatter, grunts, impact sounds, camera shake, and we cleaned up the clarity/placement of our floating text
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