Welcome to Devlog 8 for Ardenfall, the open-ended RPG! We managed to get some good content built, especially some awesome armor sets. If you missed the last devlog, you can check it out here. Moving on, here is our work for the past few weeks!
Toshi has modeled some awesome armor, a traditional set of bone armor often worn by the warriors and hunters of the Wetlands. These are a lot more complex than other models we have made, and I feel like this level of complexity allows us to really flesh out the culture, and should become the standard for armor in the game.
New Creature: The Ato
An adorable addition: the Ato is a land bird that is up to 2 meters tall. This bird is friendly, unless you get too close to its eggs! The baby form is even cuter :) I’ve created 3 simple attacks for the Ato: quick hit, slow hit, and body slam. I’m still experimenting with getting large creatures to mesh well with the physics, since often they clip with the first person camera when the player is too close, causing obvious issues.
Additions to Animation
I worked on fleshing out the animation system, adding new features. I’m still wrangling with mechanim’s animator controller, which really slows down implementation of systems. So far I’ve gotten blocking with a melee weapon implemented, as well as a “hard attack” that plays when holding down the mouse.
I also started implementing shields, which will be a nice addition to have! I re-implemented bows animations, since they had to be remade on the new rig. In the coming weeks I plan on making “throwing” animations, which will be used for throwing potions, and may also make great axe animations.
Better Quest System
While a quest system has been implemented for a while, it’s been extremely open ended – too open ended. There were no standards on how to save data, or how a quest was structured. Essentially a quest was abstracted to a level where you had to remember how it was all put together.
The first step was to make the MLF Editor better. This included support for external assets, as well as packed quest scripts, as well as many bug fixes. Later on I hope to actually get down to the nitty gritty of the Quest System!
Sheranu Thatch Huts
Even though last time was devoted to architecture, I still decided to add some thatch huts for the Sheranu buildings. These are meant to add a little bit of an outside area, perhaps for more storage, or just a place to sit. Also, they can be turned into an entire hut!
I’ve added a free camera mode, which is great for taking screenshots. This is a debug feature, and isn’t meant to be used during normal gameplay. Someday, I hope to implement a “Camera mode”, which would let users take pretty screenshots :)
I also added a nice depth of field effect, which lets you click to focus, and fiddle with the settings. Later on I plan on adding more effects ^_^
In-Game Editor, Mesh Importing
Also included with the free camera is an ingame editor, which also supports custom mesh importing! I added an OBJ Importer as well as a GLTF Importer. The GLTF format, specifically GLB is especially perfect, since it packs everything into a single file.
This will be used to allow quick testing of various meshes during development, without relying on the Unity Editor. There’s a chance this feature will be shipped with the game (no promises), alongside the ability save the placement, and even packing it into a mod format. Again, no promises.
Better Map Editor
I implemented several quality of life fixes for the Map Editor, which will make loading chunks of the world easier and faster in the editor.
I decided to start looking towards dungeons. Most dungeons will be built modularly, so I decided to add a few features to our Prefab Collection System to make dungeon building even easier! In the coming months I hope to build several dungeon sets, and start building dungeons! I’m also interested in using procedural generation as a editor aid, allowing developers to scroll through many random designs until they see something they like, then adding details and editing as they see fit.
I also experimented with randomly generated terrain. I think it would be very helpful to be able to select an area of the world, enter some parameters, then generate that region, allowing for hand crafted edits afterwards. This could even apply to grass and details!
And that is that! We plan on continuing building armor and animations, and I specifically plan on working on dungeons and experimentation with procedural generation. I hope you enjoyed reading! If you want to learn more about the project, or have any thoughts or questions, feel free to follow our Twitter, or join our Discord. Have a wonderful day!