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  #1  
Old 07-18-2022, 05:43 PM
Zukan Zukan is offline
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Quote:
Originally Posted by Topgunben [You must be logged in to view images. Log in or Register.]
This is looking very cool. Someone message me when its ready to play.

Thanks
I'm sure I will be blasting in here when we are gearing up to bring people in. But also, the mailing list. [You must be logged in to view images. Log in or Register.]
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  #2  
Old 07-22-2022, 11:37 AM
Harris Harris is offline
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Looking forward to this.
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  #3  
Old 07-29-2022, 07:14 PM
Jibartik Jibartik is offline
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look at you go!!!!
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  #4  
Old 08-05-2022, 12:56 PM
Zukan Zukan is offline
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Just dropped the July Update, you all should check it on the site here because there is too many images to try and paste in here and there is a video showing off some initial UI ideas.

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Hello everyone!

Despite the heat, vacations, and all the other trappings of Summer, the team has continued to get an update worthy amount of work done!

We hope you’re staying cool. Grab an icy beverage and enjoy!

Character Art & Concepts
  • Human, Gnome, and Ogre geometry reworked to facilitate better topology around the armpits
  • UV and Weight Painting cleaned up accordingly
  • Animations were reworked, both from the Art & Tech side of things (more below)
  • Modelling on Female Humans and Wood Elves started
  • Attachable items (backpacks, belt packs) working on Player Characters
  • New NPC & Monster Concepts
  • Some NPC/Monsters Concepted via Sculpting
  • Experimentation with reuse of existing textures to create new equipment variations
  • Additional Character Customization (and tooling)

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Environment Art & Concepts
  • Continued work on Night Harbor Western District
    Market
    Temple Entrance
    Tannery
    Additional Streets and Structures

  • Newbie yard revamp
  • Fallen Watch façade updated and added to Shaded Dunes and Vale of Zintar
  • Cat Rooms (dog rooms coming soon)
  • Wyrmsbane Entrance Model updated and added to NH Western Newbie Yard
  • Wyrmsbane Zone Expanded
  • Additional Tomb areas grey boxed
  • Cavern areas grey boxed


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UI & UI Concepts
  • UI Mockup & UX flows concepted
  • UI Texture Style concepted
  • Character Race Selection illustration
  • Character creation UI and workflow improvements
  • Added additional character name validation
  • Added confirmation before deleting characters
  • Ability, buff, and Hotbar UI visual and functional changes
  • Various Bug fixes

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Design & QA
  • Itemization Work
  • Recipes Work
  • New Mob Spawns and Mob Spawn Adjustments for Night Harbor
  • Started adding new MUD Objects for Night Harbor and Tomb of the Last Wyrmsbane zones
  • Misc. Ability Work
  • All Newbie Note quests in data or implemented (some PH)
  • Public Test Milestone Checklist
  • Misc. Ability work, updates, and bug fixes
  • Pruned/modified starting abilities for certain classes
  • Gameplay Testing/Bug Reporting/Regression

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Tech
  • CICD pipeline support for automatic building of server and client
  • CICD pipeline support for publishing patch releases available to launcher patching
  • More work on login server integration with login via launcher
  • Database restructuring
  • Implemented additional texture processes such as masking
  • Implemented attachable items (backpacks, beltpacks)
  • Animation system revamp. It is now all programmatic.
  • More robust “RPG style” functionality added for Reagents, Food, Merchants.

    For Example:
    Merchants will now only buy items that they are tagged to buy
    Light sources can consume “charges,” similar to food
    Light sources can be recharged (ex. Oil Lamp)
    Multiple reagents can be used at once or only have a chance to be consumed

  • Navigation fixes
  • Wwise integration proof of concept and research for overhauling audio is underway
  • Skin tone and facial features for NPCs
  • Fixed some zone line problems

In Closing
As you can see, despite vacations (or in Ali’s case - because of…), the team has kept things moving along nicely!

Next month we’ll have some info on our latest addition to the team, and possibly an update on the search for an Animator.

Exciting stuff!

If you haven’t already, don’t forget to check out our:
YouTube
Discord
Mailing List

Have a great day and hopefully, we’ll see you on one of our streams or in Discord!
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  #5  
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

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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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  #6  
Old 01-10-2025, 08:00 PM
Zukan Zukan is offline
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Update 45: November & December 2024 was posted! Check out the full post on the site here because there are more images than I will post here.

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Hi all!

2024 has been a blur for us. Looking back, we’ve accomplished a lot and hit some fun milestones:
  • Our Discord hit 10,000+ members
  • Our YouTube channel hit 5,000+ subscribers
  • The channel now has over 600 VODs
  • Our mailing list surpassed 7,000 subscribers
  • The project surpassed 10,000 GitHub commits
  • We ran 8 public testing sessions

…and we were nominated for some awards and even won a few. Plus, we’re on at least one “most anticipated MMO” list.

Thanks again for all of the support!


With Early Access ahead of us in 2026, it’s safe to say that 2025 is going to be even busier.

On to the good stuff. This update is pretty beefy, so grab a coffee, get comfortable, and enjoy!





Nov & Dec Stress Tests

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UI & UI Concepts
  • New weapons concepted
  • Additional armor sets concepted
  • Evershade Weald (formerly Evergrove) tone, features, and props concepted
  • Night Harbor’s Highpoint Terrace concepted
  • Night Harbor’s Underdocks concepted
  • UI work continued (see tech section for videos)

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Character Art
  • Wasp model completed
  • Several new player armor textures in the works
  • Work continues on the Myconid model
  • Ratman continued and updated to wear gear for more customization
  • New weapons created

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Animations
  • Drake rig
  • Drake animations
  • Wood elf animations
  • Human animation updates
  • Wasp rig
  • Wasp animations started

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Environment Art
  • Wrapped up the <undisclosed area in Night Harbor> rework
  • Created a caravan and placed it in the Sojourners' camp in Night Harbor
  • Completed a rework of Sageside
  • New inn added and nearby buildings modified
  • Granary converted into the League’s bank
  • New plaza layout
  • Additional structures added to round out the district
  • Developed a new shader to highlight edges and darken corners for structures
  • Baked edge and corner maps for all of Night Harbor’s structures
  • Worked on locking down our new textures (almost there)
  • Evershade Weald (formerly Evergrove) and Faelindral (wood elf city) continued
  • Calafrey civilization ruins created for use in the region
  • Experimented with floor fog shader
  • Created the base terrain for Shallow Shoals
  • Shallow Shoals development progressed significantly (more in the next update)
  • Prop work for Sungreet Strand, Shallow Shoals, and other areas

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Audio & Music
  • Evershade Weald now has 5 nature ambience sound layers for 5 custom-built time periods within the 24-hour cycle, replacing the default day/night states, which only had two
  • Water pipe & sewer sound effects
  • Flag fluttering sound effects
  • Gnome male & female swimming sounds added and footsteps repaired
  • Fountain & pond sound effects added in various locations
  • Added a “tension music region” in the basement beneath the Shaded Bloom Inn



Design

Systems
  • Abilities that critically fail now properly go on cooldown, play animations, VFX, etc.
  • Vision types slightly reworked (infravision improved)
  • Storage crates are now opened with left-click instead of right-click
  • Storage crates now properly spawn your items after a server reset
  • Storage crate duration increased to 6 hours, then all items inside will rot
  • Many NPC guards now have more aggressive aggro checks
  • Worked with tech to bring the Deities & Faiths: Devotion system online
Content
  • NPC appearance updates
  • Vale of Zintar population updates
  • NPC ability updates
  • Faction adjustments
  • Added more spawns to a low level Ashira camp in Sungreet Strand
  • NPCs no longer use the healer-unique line of spells (likely a temporary thing)
  • Sungreet Strand spawn volume adjustments
  • Monk newbie class quest fixes
  • Expanded on the Ashira faction quest
  • Revamped the “Bends” district within Night Harbor, where a ruthless gang war is raging, offering plenty of opportunities for adventurous souls
  • Design support for Shallow Shoals, Evershade Weald, and Faelindral
Itemization
  • Rare/named item pass
  • Item icon pass
  • Staves are now properly usable by all classes
Tradeskills
  • Mining nodes now have a minimum skill requirement to mine beyond the copper tier
  • New mining nodes added to Night Harbor
  • New mining nodes added to Sungreet Strand
  • Added a first pass of tin veins to the world
  • Tradeskills no longer use pattern items for recipes
  • Added tailoring recipes for Pouch, Satchel, and Backpack, for each tier of cloth
  • Added upgraded “Heavy Bandage" recipes for each tier of cloth as an additional upgrade step between each tier
  • Arm-slot recipes removed from game
General Abilities
  • “To Hit” modifier for physical melee abilities increased by 5%
  • Embers line AC reduction reduced by roughly half
  • Can now cast Feign Death while stunned
  • Pet size scaling now only applies to elemental pets, who have had their size reduced for all tiers
  • Added abilities: Camouflage and Greater Camouflage
  • Hit bonus for melee abilities increased from 35% to 40%
  • Added abilities: Dark Embrace and Sacrificial Embrace (Necromancer and Shadow Knight)
  • Taunt cooldown increased from 6 seconds to 8 seconds
Archer
  • Added ability: Scatter Shot
Bard
  • Screaming Vocalization cooldown increased from 6 seconds to 12 seconds
  • Screaming Vocalization damage changed from 2 (L1) to 5 (L4)
  • Fleshed out Screaming Vocalization line with abilities: Dissonant Vocalization, Cacophonic Vocalization, Wailing Vocalization, Discordant Vocalization, Chaotic Vocalization, and Thunderous Vocalization
  • Bard instruments now grant song modifiers
Cleric
  • Added ability: Holy Strike
  • Added abilities: Supplication, Supplication II, Supplication III, Supplication IV
Druid
  • Removed ability: Invisibility (now has access to Camouflage and Greater Camouflage)
  • Eth-ehm's Shroud moved to L55
Elementalist
  • Reclaim Essence now restores 25% of your pet's remaining health in mana
  • Fire damage shields now cause fire damage instead of physical damage
  • Fire pets now apply a conditional debuff when hitting a target with their Elemental Fire nuke
  • When using Blast of Air against a target that has the Elemental Fire debuff on them, it now creates a backdraft effect, knocking back the target and consuming the debuff
Enchanter
  • Enchant Metal Bar line cast time greatly reduced
  • Now has access to the Mana Drain line with abilities: Mana Drain, Mana Drain II, Mana Drain III, Mana Drain IV, Mana Drain V, and Mana Drain VI
  • Enchant Ally's Shadow Spike damage increased and now scales with level
  • Fleshed out the Runeskin line with abilities: Runeskin II, Runeskin III, Runeskin IV, and Runeskin V
  • Fixed a bug which caused all abilities in the Tranquility line to have the same mana cost as Tranquility
  • Enchant Ally tooltip updated
  • Enchant Ally now also grants a 10-25% bonus to maximum health which scales with the Enchanter's stamina
Fighter
  • Offensive Stance now properly gives a 10% damage increase to physical attacks; tooltip updated accordingly
  • Fixed a bug which required a melee weapon to activate stances
  • Rend damage increased from 1 (L1) to 50 (L60), to 1 (L1) to 60 (L60)
Monk
  • Can now block, and do so without a shield
  • Now have access to stances with abilities: Way of the Earth, Way of the Flame, Way of the Water, and Way of the Wind
  • Celestial Strike is now empowered by your active stance, with each granting it unique benefits
  • Way of the Wind now passively grants 10% movement speed
Necromancer
  • Now has access to the Health Drain line with abilities: Health Drain, Health Drain II, Health Drain III, Health Drain IV, Health Drain V, and Health Drain VI
  • Added abilities: Covenant of Life, Covenant of Darkness, Covenant of Shadow
  • Added ability: Corporeal Embrace
Ranger
  • Removed ability: Invisibility (now has access to Camouflage and Greater Camouflage)
  • Added abilities: Shroud and Greater Shroud
Rogue
  • Incapacitate and Sap now automatically turn off auto attack when successful
  • Added ability: Nimble Evasion
  • Vial of Smoke moved to L12
  • Stab front damage increased from 1 (L1) to 50 (L60), to 1 (L1) to 60 (L60)
  • Stab back damage increased from 3 (L1) to 90 (L60), to 3 (L1) to 100 (L60)
Spellblade
  • Can now purchase Root from the spell merchant
Wizard
  • Mark of Magic no longer has a DoT component
  • Mark of Magic now increases damage done by spells to the target by 1%, stacking up to 5 times
  • Translocate LOS requirements updated

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Tech
  • Game moved to Unity 6
  • Made zoning much faster
  • Network code optimizations
  • Server optimizations
  • General code refactoring and cleanup
  • Refactored zoning while on a vehicle (such as boat)
  • Smoothed camera while on a vehicle (such as boat)
  • Updates to our build pipelines
  • Fixed point-blank AOE abilities
  • Fixed clicking in the chat input box and enabled highlighting
  • Fixed some sound colliders in Wyrmsbane that were blocking LOS
  • Fixed ability/inventory hot buttons not updating properly after a /reload
  • Fixed an issue where stealthed NPCs would become visible when moving
  • Fixed an issue where the player’s appearance would not update upon changing equipment
  • Fixed a null ref when entering a zone with the See Invisibility buff
  • Ghosts have regained their ghostly appearance
  • Underwear can now be shown under other armor textures
  • Client corpses are no longer automatically the Fighter class
  • Fixed ability and book related UIs not refreshing after client initially receives data
  • Fixed some issues with abilities from traded or dropped spell books
  • Fixed stat display when under a +stat percent buff
  • Fixed a camera glitch when hitting the right mouse button while holding the left mouse button
  • Fixed underwater filters
  • Fixed the order of messages and effects when dying
  • Finally fixed the eating and drinking priority so that it consumes items logically
  • Reconnecting after a disconnect is now more consistently successful
  • Fixed the Cauldron tradeskill item
  • Fixed how belts and undershirts load when wearing very complex gear
  • Fixed skeleton animations
  • Fixed skeleton ribcages
  • Can now interact with campfires again
  • Remote clients once again animate properly when swimming
  • Improved performance when rendering the paper doll in the inventory window
  • Reduced coloration in ultravision and made infravision slightly more effective
  • Reduced visual artifacts from screen space ambient occlusion
  • When using Bind Vision or Enchant Ally, you'll now get proper movement updates from the area around your target
  • Improved how movement of remote clients is animated
  • Tweaked position updates from client to server to improve fast moving clients and clients under knockback and charge effects
  • Added drowning sound, animation, chat, and vfx cues
  • Added/improved some chat commands for GMs and designers
  • Added more icon options to macros
  • Added variable player corpse decay duration based on level and contents
  • Added LD to the name tag for “link dead” clients
  • Added more resolution to corpse decay time in consider message
  • Added a designer option for underwear to be shown underneath other armor textures
  • Added martial block functionality for monks
  • Added support for buffs that flatly increase dodge/block/parry chance
  • Mana cost is now only deducted at the start of channeling an ability, not per tick
  • Ability effects can now fire conditionally based on a buff on the caster or target
  • Added support for customizing how items are attached to the character on a per-race basis
  • Added initial system for changing audio state when in buildings in an outdoor zone
  • NPCs can now swim
  • Bard instruments can now have an instrument bonus that improves songs that use that instrument
  • Created a system to make combat and level scaling formulas easier for designers to iterate on
  • Added shader support to reduce texture tiling
  • Modifier stack: all buffs, items, and skills now go through a unified character modifier stack for all types of entities, hugely simplifying the creation of complex effects
  • Changes to hate and threat
  • NPC zone spawn command to force casting
  • Changed how ability critical failures work
  • GM cross-zone corpse summoning for helping scrubs who lose their corpses
  • Improved posture sync (sit, stand, crouch)
  • Changed how buffs extend when reapplied
  • Adjusted campfire behavior and model
  • New posture: kneeling for looting
  • Adjusted NPC melee ranges
  • Adjustments to night sky
  • Adjustments to NPC damage range over levels
  • Added Shallow Shoals zone
  • Added Keeper's Bight zone
  • Additions to Plane of Meat
  • Ensured player corpses are properly visible
  • AC changes for players
  • Chests and campfires now properly reload their contents when the zone reloads
  • Water, navigation mesh, and occlusion updates for Tel Ekir, <zone name redacted>, <zone name redacted>, Night Harbor, Shaded Dunes, Vale of Zintar, and Sungreet Strand
  • The meat spins!
  • Throttled server joining to avoid mass entry situations, for example, at the start of a stress test, which can stall the server for extended periods of time
  • Added support for multiple pets
  • Removed “Link All" when looting your own corpse
  • Alt + left click on an item now opens the item description window
  • Hotbar slots expanded from 10 to 12
  • Pressing Enter will no longer accidentally accept party or guild invites
  • Alt+O now opens the Options menu (alternative to ESC)
  • Added profanity filter/checks while naming characters and pets
  • Animals can now be tamed and will be permanent pets that stay in world if you log out, though they must be stabled and fed
  • Implemented initial groundwork for the Devotion system, allowing for the worship of multiple faiths, as well as tithing items and currency
  • Added a starting location selector to character creation

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  • Added support for multiple pets


In Closing

We’ve added a new team member over the holidays, but more on that in the next update.

Be sure to keep an eye on our Discord and Team page this year for potential open roles. You never know what we’ll need as we march towards Early Access.

Thanks again for making 2024 amazing for us and for helping us reach the milestones mentioned above!

Expect more updates and playtests this year. As always, if you want to help us out, the best way to do so is to keep spreading the word

See you in the next update!
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Old 05-02-2025, 05:56 PM
Zukan Zukan is offline
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Update 47: March & April 2025 was posted! Check out the full post on the site here because there are more images than I will post here.

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Hey to anyone still out there checking this thread. We just put out our latest update. I'll just summarize and if you want to check specifics the link is at the top. This being a double month update there is a bunch of stuff and also a ton of stats from the play test in April.

Summery:

Intro
  • Thanks to everyone for another successful play
  • Our first opportunity to use the new Petition system, good job Swanny
  • Kicked off our ongoing closed test with friends and family, per our posted roadmap
  • Things are moving on schedule and we’re pretty excited to see how the year continues to progress towards Early Access in 2026
April Playtest Results
  • [images with various detailed stats]
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New Additions
  • Joseph/Runaf joined us in March as a game balance designer & programmer.
  • Lisava joined us in April as a quest designer.
  • Steve/Khad joined us in April as an environment artist.
  • Jesse/Encrypt128bit joined us in April as a programmer & UI designer.
Concept Art & UI
  • Updated the Host UI to match the new Pet UI, and made Host UI health bars non-draggable
  • Added bulk crafting support to both crafting UIs
  • [images of new upcoming NPCs and environments]
Character Art
  • Updates to some customization options
  • New NPC models and Player Armor completed
  • [images of new upcoming NPCs, hair, and armor]
Animations
  • Continued work on adding new animations and polishing old ones
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Environment Art
  • Continued work on Keepers Bight, Evershade Weald, and Faelindral
  • Started Night Harbor finalization
  • Lighting pass in one of the secret mini dungeons
  • Prop work in Vale of Zintar and Shallow Shoals
  • Created some tradeskill stations
  • Placed new harvesting nodes
  • Started work on an unannounced EA “expedition-focused” zone
  • Started work on an unannounced Module 1 dungeon
  • [images of many of the above notes]
Audio & Music
  • Fixed lots of small audio issues (SFX, positional audio, etc.)
  • Started work on a new epic music piece
Design
  • Numerous changes to Systems, Content, Traits, Tradeskills, Itemization, General Abilities, and Class Abilities
Tech
  • Fixed a ton of stuff
  • Added/Changed a ton of stuff
In Closing
  • We surpassed 13,000 in Discord
  • No sign of slowing down
  • Another update due at the end of May, if not we'll do another double month update in June
  • Thank you, see you next update
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Last edited by Zukan; 05-02-2025 at 06:14 PM..
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  #8  
Old 08-05-2022, 12:57 PM
Jibartik Jibartik is offline
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hah cat room nice touch
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  #9  
Old 08-23-2022, 02:36 AM
Kaveh Kaveh is offline
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Really cool stuff Zukan
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  #10  
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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