Please be aware this is still very much a work in progress, so there is still much to be added and improved upon, with new and improved features to be eventually implemented in time for the full release. We really hope you enjoy the current content and look forward to the finished product to come in the future. Thank you for all your continued support.
Please be aware this is still very much a work in progress, so there is still much to be added and improved upon, with new and improved features to be eventually implemented in time for the full release. We really hope you enjoy the current content and look forward to the finished product to come in the future.
Please be aware this is still very much a work in progress, so there is still much to be added and improved upon, with new and improved features to be eventually implemented in time for the full release. We really hope you enjoy the current content and look forward to the finished product to come in the future. Thank you for all your continued support.
Please be aware this is still very much a work in progress, so there is still much to be added and improved upon, with new and improved features to be eventually implemented in time for the full release. We really hope you enjoy the current content and look forward to the finished product to come in the future.
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Greetings, Dungeneers, and welcome back to another Echoes of Erathor update!
A while back, I ran a poll to see what you all wanted to see in the future, and a surprising number of you wanted me to share my 3D models. So that’s what I was hoping to do today, starting with this chunky fellow who, so far, has no name—although I’ve affectionately been referring to him as a “Frogre.”
However, there have been a few unexpected delays. For one, I’m still relearning a lot of my old 3D art skills after not using them for about half a year.
Another is that I’m trying to figure out new workflows to produce these models more quickly. But the main issue is that I got a bit sloppy with this one. I’ve been mentally exhausted from studying so much, and I didn’t notice that I was using an early draft version of the character until I suddenly thought, “Hey, aren’t his arms a bit thin?”
So yeah—scratch a few days of progress. I’m going back to correct the body, redo the UVs, start the paint over, and hopefully release the finished piece early next week for backers, or in two weeks, as per the usual schedule. So much went wrong with this model that I wouldn’t want to get anyone’s hopes up too high.
In the meantime, I figured I’d at least share this early prototype with the world! Study it, critique it, or just have fun with it!
Oh, and you might want to flip the normals on the head—I forgot to do that.
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Greetings dungeoneers, and welcome back to another dev update!
My new computer just came in last Friday, and I've been spending the weekend trying to get everything back up and running. I still have a few things that need sorting out, but it’s been nice to be able to sit back, relax, and enjoy working on some 3D without crashing every five minutes.
I have a lot of work ahead of me before I can delve deep into Unreal, but I am finally diving back into the more technical aspects of 3D so I can start working more with painting and animation.
I decided my first test character would be this frog because he is pretty simple in design. I don't imagine I'll give him any clothing, so he should be fairly simple to rig and animate. It's been a hot minute since I really worked with 3D, so I am having to relearn a lot of stuff; however, now that I am no longer torn between this and the RPG Maker game, I hope to be able to refine my skills and workflow to make the RPG of my dreams.
I've even made a rough ruleset that I am hoping to try out in a pen-and-paper form with friends before applying it in Unreal to see how it works out. Who knows? Maybe if I am not too embarrassed by it, I'll post it on here for everyone to enjoy for free.
I never could have made it this far without all of you pushing me throughout the years, so I would like to do something big to give back to the community in the future. But that is a thought for when I have less on my platter!
For now, I'll just leave you by saying I appreciate all of you, and I hope you keep warm through the winter!
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Greetings dungeoneers, and welcome back to another Echoes of Erathor update.
This week brought a very exciting addition to PaperZD in Unreal, and that is layering. Now, that might sound like a small feature, but it actually solves one of the last big concerns we had for the game, namely customization.
When using sprite sheets for characters, every new character needs its own unique sheet. That can very quickly balloon the game’s file size out of proportion, especially if you want a good amount of NPC variation, which I definitely do. With this new layering system, however, we can take smaller pieces and combine them into a single character.
This is huge for us. It means we can create just one set of assets, split them into modular pieces, and then change color hues to create an untold number of variations to populate the world. It works on a similar principle to RPG Maker’s character creator, except with a lot more control.
One idea I played around with a while back was allowing the player to play as a Deviator like Brutus, with the player character gradually mutating over the course of the game. With this system, that is actually possible. It makes me incredibly excited to see what I can do with it down the line.
Until then, I want to thank you all for your time and patience during this early stage of Echoes of Erathor’s development. This year has mostly been focused on pre-production and programming studies, as my 12-year-old computer tends to give up not long after I boot up Unreal. The good news is that I finally have a new PC arriving next week, and you can bet the first thing I’ll do is start practicing programming in Unreal. As always, I’ll be sure to keep you all up to date with my progress.
Greetings, dungeoneers, and welcome back to the first-ever Echoes of Erathor update!
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