Welcome back to the

World of Everlast

Welcome back Traveler

Hello Everyone, thank you for checking out the Devlogs. It’s been a while since our last update, we’ve been hard at work preparing for our social media launch, and getting ready to finally begin having a more public presence. But with things finally rolling on the social front, we finally have the time to check back in here. We’ve been getting a ton done over these last 2 months and I’m excited to finally share some of the highlights of it.

Level Design:

We’ve done a lot on the level design over the last 2 months, from laying down terrain to developing new methods for a few of our processes, and delving into some new areas of level design. In particular, we came up with a new workflow to lay out caves to make them feel the right mix of natural, and fantastical while also providing some good gameplay terrain. We also began work on modeling dungeons which we’ve had laid out for a while.

Level Design Cont:

As for laying down terrain, we have made tons of progress. We have developed some populated zones like grottos and encampments, and made huge strides on the large forest, and created some new areas around it including a smaller graveyard for a nearby settlement. We tried shaping the graveyard to be tiered with 2 levels to give it more interesting routing and because we felt it would let us create some interesting scenery with the wall supports.

Environmental Art:

We decided to focus on 2 main things for the environmental art over the last 2 months. The first of them is more foliage work of course. We created a whole suite of new pine types, did a ton of work refining the needles and canopies, and worked out some giant tree types including a twisty “bonsai” inspired one.

Our other big task over the last few months has been on a new type of structure, belonging to the ancient “simaros” civilization. We took it from early material texture testing, up through having a finished structure that will also inspire some future structures we’ll add into the map. We wanted to capture an ancient, almost “biblical” style to the architecture.

Environmental Art Cont:

Character Art:

Lately we’ve continued spending our time on trying to arm and armor our future heroes of Everlast. We have created more of the first few tiers of weapons including iron and steel picks, maces, and axes. We also have begun working on more armor, fully developing the iron armor shapes, and begun work on the under/clothes layers for it. We had to go through a few re-works of the shape of the Iron armor before we finally nailed it down because we wanted it to aesthetically match with the style of the iron weapons.

Writing and Game Design:

Over the last 2 months we have been hard at work preparing for big things. First, we have been taking steps towards our first big public announcement and hope to have some more news on that in the near future. Additionally, we have been writing and implementing more quests in the areas we’ve already completed.

Finally, we’ve been preparing and concepting some systems for a special mechanic we have planned that we like to call “Desolate Zones” that we think will bring a lot experience, and we are excited to show you some of what those will look like when it’s further along in development

Backend work:

We’ve been doing a ton of work on UI lately. We Added hover info for buffs so players can quickly and easily see what a buff is by holding the cursor over its icon, as well as creating the “Ability Book” where players can swap out their equipped abilities. Finally, we implemented proper key’s shown in the UI based on what control method was last used (Keyboard vs Controller).

We’ve also been working on how the player character moves and how the math around their abilities and stats is calculated in engine. We made a ton of progress on movement abilities, some major progress is finally implementing certain movement-based abilities finally being able to move the player as intended. As well, some melee abilities will now help the player with closing distance towards their target, and we fixed how momentum is calculated around various movement abilities. And finally we made some changes helping the dash function while sprinting.

Thank you!

Of course we couldn’t include nearly everything we did over the last 2 months, but we hope this has been a neat snippet of our workflow to see. Thank you for taking the time to be interested in our process, and we look forward to showing you more, both in future devlogs, and hopefully in some bigger announcements coming in the not too distant future.