Valnir DevBlog #22: Workbench & Furnace- Survival Online Roleplaying Game
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DevBlog #22: Workbench & Furnace

January 16th, 2017

Workbench Gavin & Jan Recently, we added a workbench to craft tools and weapons. Furnace Using the new furnace, players are able to melt metals.

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DevBlog #21: World Improvements

January 5th, 2017

Improved Map & Spawning Dominik & Sebastian During quite a while, we planned improving the world map. The new world will be clearer, due to less mountains and reduced visibility. Thus, the landscape works as landmarkers and favors orientation. We decided to add much morge spawning-points for our players and created areas with small passages […]

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DevBlog #20: Character Creator

December 9th, 2016

Character Creation Marie & Stephan This week’s dev post is all about the characters in our game. The character editor is finally in the game and ready for testing. We wanted to give you as much freedom as possible to shape your own character so we added a ton of sliders for you to design […]

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DevBlog #019: Bots

November 18th, 2016

Server Performance Gavin The last two weeks I tried nailing down our performance problems on the server side. I started by writing a custom tool which can start multiple clients on one pc in order to simulate a specific number of players. The tool proved quite useful in order to profile our performance and showed […]

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DevBlog #018: Job UI

October 21st, 2016

Too many windows Marie & Stephan Too many windows Max This week I improved the Job UI, because there were too many windows open at the same time. When you pressed „Create Job“, the „create“ window and also the „character“ and „inventory“ windows opened. The result was that your whole view was full of windows. […]

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DevBlog #017: Housing

October 17th, 2016

Housing Mode Dominik We did a massive update at the housing-mode. There are a lot of new house-parts to craft and build, and a massive improvement on the old ones. We overworked the scale of the different parts, to fit it better on the players size. Also the snapping is working much better now, which […]

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DevBlog #016: Face Variations

October 13th, 2016

New Faces Jan I started with a new face variation for our character. Right now, the face is finished except for a haircut and beard. Here are some renders of the high poly in ZBrush. Hoping I’m pretty much done with that.

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DevBlog #015: Fog Experiments and Distances

October 6th, 2016

Fog Experiments and Distances Sebastian We are currently experimenting with fog settings to enhance the look and feel. We are planning to have several fog settings depending on the area the player currently resides. The different settings are going to be blended. Also we are working on the view distance for locations and items. Currently […]

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DevBlog #014: More Details and New Locations

October 5th, 2016

New Locations and Details Sebastian Currently we are adding some more details to the world, because we want to have something in sight all the time. We suppose this is more interesting for the player and also gives orientation, it kind of “leads the way”. Therefore we placed small locations and objects around the world […]

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DevBlog #013: Optimized Crafting

October 4th, 2016

Crafting Max I implemented the feature to filter your recipes by item types, like „Weapon“, „Armor“…. I also improved the salvage process, as we now use a table for salvaging, now you wont get the ressources you used to craft the item, instead you get a pre-defined item.

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