Valnir DevBlog #012: More Housing- Survival Online Roleplaying Game
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DevBlog #012: More Housing

October 3rd, 2016

More Housing Gavin As last week I worked on improving the housing / building system. This time I mostly worked on getting the internal systems to work correctly. We saw problems with replicating the entities over the network. Internally buildings are grouped together to “BuildingGroups” on the server-side everything was grouped together correctly, but on […]

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DevBlog #011: NPC Motion Optimizing

October 2nd, 2016

NPC Motion Optimizing Alex After a test with 700-800 NPCs we figured out that root motion with animators doesn’t scale well with the amount of players even if inactive agents are deactivated. So I have to solve the motion in a different way. E.g. for a walk or run movement I will use just steering […]

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DevBlog #010: Craftable Landmarks

September 30th, 2016

Craftable Landmarks Stephan When you’re working with a very large game world it’s important to give the player some orientation points. We already have several of these landmarks like cities, abandoned towers or natural structures. But we wanted to give player the opportunity to build their own reference points. So we added a large bonfire […]

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DevBlog #009: Rejection Optimizing

September 28th, 2016

Rejection Gavin This week we figured out that there still is a problem with the rejection code we are using. Not the one I worked on a couple of weeks ago but a new one that causes the players to get rejected when moving along edges or in some weird edge cases. This is due […]

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DevBlog #008: Improved Housing

September 28th, 2016

Improved Housing Gavin First of all, the housing components are now fully network based and will be saved on the server and correctly replicated. This already happened last week. This week I mainly worked on implementing working doors, chests and to optimize the overall structure of the housing. Furthermore, I started work on a radial […]

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DevBlog #007: Horses & Riding

September 26th, 2016

Website Refresh and Wiki Marie & Stephan At the end of last week I started implementing mounts/horses so players can traverse the world faster, so that’s what I’ve been occupied with most of the time this week besides some bugfixes here and there. We purchased the Horse Animset Pro from the asset store I’m currently […]

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DevBlog #006: Language

September 23rd, 2016

Language Max I started to implement the option to switch between German and English language. We already had a LanguageManager but I started on a new one, which uses Coherent’s localization API. The first step was to remove the json file we were using and creating a csv data for each language. That makes it […]

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DevBlog #005: NPC Root Motion

September 9th, 2016

Root Motion and Wolf NPC Alexander The pathfinding system is implemented and ready to navigate some NPCs around the world. The movement itself is a combination of rootmotion and steering behaviors. After calculating the desired direction a movement controller sets the corresponding values for angle and speed of the animator. This way the NPCs move […]

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DevBlog #004: Website & Wiki

September 2nd, 2016

Website Refresh and Wiki Marie & Stephan We recently changed the look of our game UI to a more readable design and since our homepage used the same design as our UI we decided that we should change the design here aswell. We also wanted to add a blog to our website for a long […]

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DevBlog #003: Grass and Trees

August 26th, 2016

Performance Optimization in World Streaming Sebastian We currently have a view distance of approx 4km (2.5 miles). It is impossible to stream all objects and terrain details within this range, so we are currently loading surrounding terrains and terrain details like grass, trees and so on. We stream 256 terrain chunks when they are needed. […]

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