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  #91  
Old 08-25-2022, 01:32 AM
Zukan Zukan is offline
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We just pulled on a new team member to focus on rigging and animation. I was doing the best I could until now but it's really my area of expertise, so I you'll expect you'll start seeing the quality go up in the animation department in the near future. [You must be logged in to view images. Log in or Register.]

Also with that load off my plate I'll be able to spend more time making new monsters and I'm hoping to dip some toes in spell particles soon.
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  #92  
Old 08-25-2022, 11:11 AM
Rick Sanchez Rick Sanchez is offline
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looking forward to this, the nostalgia aroma is really pleasant.
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  #93  
Old 08-27-2022, 05:09 PM
Ennewi Ennewi is offline
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For anyone not keeping up with every video, there's an NPC race called the Ashira. TLDR way to describe them is as a new twist/take on gnolls, making them more lithe and akin to jackals rather than wolves. Some (or all?) may also have the ability to transform into more imposing versions, the description being similar to how drolvargs look. And IIRC we can expect some type of Darkpaw character to make an appearance.
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  #94  
Old 08-28-2022, 08:28 PM
Knuckle Knuckle is offline
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This looks cool, subscribed to your channel.
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  #95  
Old 09-01-2022, 11:04 AM
Zukan Zukan is offline
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[You must be logged in to view images. Log in or Register.]

I cannot believe it's already been a whole ass year since I joined the MnM team. I put this Ashira model in game the other day which marks offically replacing all the (at least commonly seen) capsule placeholder models. He's got just a quickie placeholder idle animation right now until our animation guy can do a nicer pass.
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  #96  
Old 09-01-2022, 08:09 PM
Rethalis Rethalis is offline
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Quote:
Originally Posted by Zukan [You must be logged in to view images. Log in or Register.]
[You must be logged in to view images. Log in or Register.]

I cannot believe it's already been a whole ass year since I joined the MnM team. I put this Ashira model in game the other day which marks offically replacing all the (at least commonly seen) capsule placeholder models. He's got just a quickie placeholder idle animation right now until our animation guy can do a nicer pass.
nice
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  #97  
Old 09-03-2022, 01:21 PM
Zukan Zukan is offline
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Yoooo got UI scaling in recently. Looks nice. Especially for me since I play on a 4k monitor. [You must be logged in to view images. Log in or Register.]
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  #98  
Old 09-06-2022, 12:20 PM
Zukan Zukan is offline
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The August Update just dropped! Check out the full post on the site here because there are more images than I will post here.

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Hail Adventurers!

Summer is starting to feel like Fall around here, but don’t be sad - we’ve got another great update for you!

Grab a beverage, cross your fingers and wish for a few more warm weeks, and then read through what we’ve been up to in August.

Character Art & Concepts
  • Modeled male & female Ashira
  • Modeled Elemental Pets
  • Implemented Ashira and Elemental Pets into unity
  • Still more work to do with texture and animation though!
  • Improved Coloration/Sharpness on the Face and Skin Layers
  • This coincides with tech/rendering improvements (below)
  • Generic Concept for Adventurer, that fills out most gear slots
  • New Mob Concepts
  • Started Zombie concepts

[You must be logged in to view images. Log in or Register.]

Last, but not least — we’ve added a new animator!

Welcome William/Urkenstaff!

He’s been working on:
  • A new rig for the Human player character with (awesome) new controls
  • A first pass of most Human animations (a few shown below)

We’re also working with another talented animator, who has been focused on the Jackal animations (more on that next month).

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Environment Art & Concepts
  • Began adjustments to Night Harbor’s Western District street flow
  • This is starting to break up the grid-like flow from the initial greybox/blocking pass
  • Began work on the Park District Walls and Hanging Gardens
  • Gathered architectural references for Necropolis District
  • Fixed the blocking geo in Fallen Pass and the Twilight Isles
  • Fixed the nav mess issues in Vale of Zintar
  • Two new “book cover”/Place, Party, and Peril (PPP) Illustrations. Inspiring!

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UI & UI Concepts
  • UI Asset Creation
  • Updated inventory layout
  • Added new textures to inventory and container UIs
  • Refactored some base UI for window management

Note: there’s a bit of placeholder at play in this image, but we’re now integrating last month’s concepts into the game.

Elements like the experience bar will be replaced with art similar to the concepts, the class symbols will eventually be 3D and animated, and the paperdoll view will likely be a real-time view of your character.

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Design & QA
  • MUD Object update in Wyrmsbane
  • Fallen Watch dungeon made higher level for purpose of playtesting
  • Reworked combat formulas to improve balance
  • Resists/resist formulas revamped to improve utility/gameplay in the early levels
  • Wrapped up Rogue Guild faction lore
  • Bards Guild faction lore started
  • Fighter and Ranger starting quests added
  • Used these to discuss worldbuilding & design workflow/approach
  • Merchants updated to use the new buy and sell lists
  • All existing items tagged to work with the new “buy” system
  • Added missing merchant types; common items added to merchants
  • Update Night Harbor POIs to use new volume system (see below)
  • NPCs are now wearing clothes over their undies
  • Started organizing Issues for a Bug Polish Pass
  • Started Regression Testing for all Open Issues
  • Lots of additional design work/ad hoc testing

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Tech
  • First person camera control tweaks
  • Fixed sending location data for larger zones
  • Integrated Wwise sound engine (Yay!)
  • Sound design, new audio, and music now utilizing Wwise sound engine
  • Including a new audio track for the Glass Flats from Robert!
  • Huge improvements to texture loading and blending, leading to much nicer looking player characters
  • Added merchant buy and sell lists (support to define what a merchant will buy)
  • Melee Combat Formula Tuning
  • Gameplay Volumes (Data driven spaces that can have arbitrary rules attached to them)
  • Resist Revamp (includes Damage Reduction/ Resist Block Chance)
  • Data Driven Statics (Doors, Volumes, Points of Interest)
  • Animation system improvements in blending between states
  • Improved navigation calculation
  • Improved movement speed logic and server/client sync

Also… and In Closing
As mentioned last month, we’d like to announce another addition to the team:

Welcome, Keith!

You’ve probably seen KeithG around in Discord or on the streams. He’s been making the really fun Mandrake Farms video edits, and just happens to also be an experienced programmer IRL.

Keith is now helping us on both fronts (videos and tech). Yay!

So, that’s it for August. We hope you have a great month, and we’ll see you on Discord, our YouTube comments, and during the streams.

And at the time of this writing, we’re at 1990 people on our Mailing List.

Be sure to join up, if you haven’t already.

Take care!
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  #99  
Old 09-06-2022, 12:32 PM
Jibartik Jibartik is offline
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Zukan you are amazing! Great work!!!
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  #100  
Old 09-06-2022, 01:48 PM
Mblake1981 Mblake1981 is offline
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I spy a swim animation, if that makes it in game you are already more advanced than New World.

Edit: art reminds me of..
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Last edited by Mblake1981; 09-06-2022 at 02:08 PM..
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