For a long while now our game designer has been racking her brain trying to come up with a new, comfier way of building things in a 3D game world.
Now that we’ve figured it out (more or less), we figured we’d jot down a list of core problems and solutions for them, along with what we detest about the way Minecraft did construction.
The Problems
1. When trying to lay down a continuous series of blocks, you inadvertently run into the issue of not being able to place a block unless there’s something to place it on.
You’re then forced fidget with the camera to resolve the roadblock. Fortnite handles this problem with an enormous grid and automatically adjusting object positioning.
But Elteria isn’t Fortnite, and instead of enormous objects, we’ve got voxels, which on one hand grant higher levels of construction control but on the other, well, cause problems like this.
2. Elteria has no first-person view, which further complicates things when building anything and trying to position blocks just right.
3. Removing blocks is another problem -- not an enormous one, but still frustrating.
The overall goal is to make construction comfortable while avoiding game design contradictions, such as muscling in on digging territory occupied by the Dig ability, which is used to dig into the ground and various natural voxels.
The Solution
We immediately decided that construction during combat was not the way to go, so we’re focusing on out-of-combat construction, allowing players to build houses, huts, fortresses, and various mechanisms, whether on their own or with and for their guilds.
Here’s how it works. Once the player enters Build Mode, he or she summons a wisp that flies out into the game world, with the player’s camera attached to it in the first-person mode.
This allows for faster and more comfortable construction efforts, giving the player the ability to more effectively position and view blocks from various angles.
One thing we did borrow from Minecraft and similar building games is the Block Palette, which allows the player to place voxels, seeds, and blueprints in the game world.
While controlling the wisp, the Block Palette substitutes the player character’s other abilities.
Meanwhile, removing blocks is going to cost energy and have a minor cast time, giving the Dig ability a distinct advantage when applicable.
All in all, these design decisions should smooth out the building experience and even provide the foundation upon which we should be able to implement auto-aligning blueprint use and other additional quality of life improvements in the future.
That’s all for now, but we’ll let you know as soon as new construction capabilities are ready to test out (hopefully within the next month or so), by which point the crafting system should also be ready to go in its initial state.
Welcome one and all to Elteria’s first alpha release! We have started first very closed testing. Also, take a look at our trailer!
Pre-Alpha 0.11.2 b101 -> Alpha 0.12.1 b108
Features:
Added a new server, Alpha 1, where characters start on a random low-level island equipped with a stick and have access to a quest from Anastasia to get their neophyte glove, followed by leveling-oriented activities
Added a notification showing the biome name when entering a biome
Fixed ability sound effects: you can finally hear everything going on around you!
Added logarithmic LOD adjustment
Grass will now regenerate as intended
Added new slot animations to character sheet interface
Added randomization of loading screen backgrounds and music will play while loading
Added consumables panel and consumables themselves
Apple -- restores 350 health over 5 seconds
Watermelon Slice -- restores 10 energy
Invincibility Potion -- 1-minute-long buff that prevents death
Health Potion -- Restores 1,000 health over 10 seconds
Added jar recipes, which drop from bees and boars
Added zone name panel, which shows the current biome’s name and difficulty level
Added more sound effects
Added background music: three different tracks for different biomes
Added ability to disable music in the launcher
Added loading screen tips
Added difficulty levels to islands and configured monster spawn rates accordingly, with players now appearing on Birch Islands set to Easy difficulty
PvP is now disabled by default: type in the /pvp command to enable PvP Mode (only players flagged for PvP will be able to damage one another, but all positive effects from players affect all players regardless of PvP status)
Chatting with Anastasia
Completed dialogues, altered certain dialogue mechanics, and added background music to dialogue screens
Anastasia will now tell you how many artifacts you’ve collected and how many you have left to gather
Floating Text
Damage you deal to enemies is now displayed in white
Damage your character receives is now displayed in red
Health restored to your character is now displayed in green
Health restored to enemies is now displayed in white with a plus sign
Changes:
Massive balance changes based on initial feedback from alpha testers
Altered all material drop rates and the costs of all blueprints
Altered digging and gathering abilities
Digging now causes a visual voxel-stretching effect
Fixed gathering ability
Reworked digging once more
Soil and other ground-based resources can no longer be gathered
Dying now results in greater losses (though sometimes fewer)
Biomes have been renamed into GREEN HILLS, MYSTIC FOREST, CRYSTAL PLATEAU, TENTACLE GROVE, LIANA MADNESS, and TOP HILLS
Optimizations:
All textures have been repackaged and compressed, so they now take up less RAM and VRAM
Fixed some bugs and completed some optimizations to reduce CPU and GPU load
Fixed a problem that was causing the game to consume vast amounts of memory on startup
Added a graphical settings drop-down to the launcher
Optimized client loading times
Optimized client-server capability to process the open game world, including the creatures and objects within it
General server-side optimizations
NPCs and objects should all behave more smoothly, though this still requires further testing
Character:
The Architect’s Stone Punch now restores energy instead of spending it
The Architect’s Stone Punch is now much faster with Stone Arms but causes less damage
Characters now take on special poses on the character select screen
Added a variety of ability sound effects
Artifacts:
The Neophyte Glove is now displayed on the character’s left hand and has new animations
Added Simple Gem Shards
Gem Shards increase the character’s movement speed when picked up
Added a Simple Gem Shard recipe
Renovated all recipe icons to make it easier to tell at first glance what kind of item the recipe can be used to create
Plants & Monsters:
Improved skeletal NPC animations, allowing the skeleton to attack on the move
Improved bamboo biome textures
Improved Beelemo’s curse ability, added a visual effect and an indicator to let the player know they’re afflicted, and increased the time delay before transformation
Improved Beelemos
The Beelemo curse is now cast in an area but has a delay
The curse and the bee form both last 15 seconds
Updated bamboo forest textures
Bug Fixes:
Fixed freezing jumping animations and other animation bugs
Fixed a bug that caused the server to crash after several hours of uptime
Fixed an idle animation bug caused by switching out weapons
Fixed a bug that prevented the neophyte glove from performing digging actions
Fixed weapon animations for female characters, including sword flight
Fixed a bug that prevented abilities from scaling with level
Fixed a bug that prevented effects from playing during chunk rendering, lode switching, and installation/destruction of voxels
Hi! Today I'm answering on some of the primary questions about the game.
Q: When is Elteria Adventures going to be released? A: Our release schedule is split into several stages: closed alpha (two months), closed beta (one month), open beta (one-two months). The latest timeline for release is May 2019, for beta - March 2019. We are dreaming of starting a closed beta in late February.
Q: What genre is Elteria? A: Imagine a 3D Terraria with a huge, open world, a mix of PvE and PvP, and a story to tie it all together.
Q: How is the construction in Elteria different from Minecraft? A: For one, Elteria offers a variety of different block sizes and shapes, allowing for greater creative freedom. Another huge feature in the works is our blueprint system that will allow players to share premade objects and place them immediately rather than having to build everything piece-by-piece each time.
Q: So I’ve built a house. Now what? A: Aside from a general feeling of coziness and protection from outside threats, a player’s home building possesses certain special features. Only player housing buildings will allow for the construction of crafting tables and furnaces used in the creation of artifacts, potions, and various specialized building blocks. Player homes will also be able to house portals to friends’ home buildings or to other worlds altogether. They’ll also provide temporary buffs and even reduce death penalty times. Meanwhile, cities and fortifications will help players in their fight for resources.
Q: What if I just want to log in and fight? A: One of the milestones on our roadmap is the introduction of session-based instances where players will be free to obliterate the game world and other players using the characters they’ve developed in the persistent game world.
Q: Is Elteria online-only? Does it have a single player mode? A: Yes, Elteria is a strictly online game, and no, Elteria is a multiplayer game at its core. Even the storylines in Elteria are built to be explored by groups of players. Some locations in the world of Elteria are meant to be tackled by certain group compositions. Likewise, groups comprised of multiple different callings are more effective than redundant characters in a group together. A single player can only equip four combat artifacts, but a group is likely to need a greater variety of artifact abilities in order to bring down a particular boss or fully explore a certain zone. Furthermore, the game won’t allow a single player to build an entire settlement alone. Building up a fortress or a town will require players to group up and work together.
Q: When can I play Elteria? A: We’ll be testing the game internally throughout the alpha stages, though we might hand out some access keys during that time to a select few supporters. The earliest mass testing will happen during our closed beta.
Q: How much will the game cost? A: We want to keep Elteria free to play, so we’ll be relying on support from players through in-game microtransactions. However, we’re doing our best to avoid any pay-to-win nonsense. Our in-game store will feature character skins based on calling, special construction blocks that stand out visually from the base set, additional interior design objects for player housing, emotes, and potentially voice packs to further help players make their characters stand out from the crowd.
Q: How can I support Elteria right now? A: The simplest way is to help spread the word by following our social media accounts and sharing our posts. And don’t forget to add Elteria to your wishlist on Steam! We’re also open to suggestions and feedback, so feel free to reach out to us with whatever ideas come to mind. Oh, and we’re on the lookout for an experienced Java programmer, so if you or someone you know has the chops and might be interested in bringing a new game world to life, let us know.
Q: What are the system requirements for Elteria? A: The Elteria alpha, unfortunately, requires a high-tier gaming PC with a Ryzen 7 level or higher tier CPU, a GeForce GTX 680 equivalent or higher graphics card, and at least 4 GB of RAM. We’ll be optimizing the game as we move forward, however, which will bring the requirements down quite a bit.
Q: What’s the intended feature set for the release version of the game? A: Players will be able to build, destroy, explore, solve platforming puzzles, fight monsters, run away from monsters, die at the hands of monsters, and even play as monsters. You’ll have a choice of calling and a set of abilities. You’ll be able to gather resources and gems, lose gems upon death if you aren’t careful, and use the resources you gather for a variety of purposes, including crafting artifacts. Additionally and in no particular order, you’ll also be able to: rewind time three seconds into the past, dance, fly, jump from mushroom to mushroom, grow trampoline mushrooms to jump on, construct portals to visit your friends’ home zones, participate in player-versus-player combat, trade with other players, explore dungeons, fall victim to traps in said dungeons, fire a railgun, die horribly by falling off the edge of a floating island, explore the Elteria storyline, wait in anticipation for an upcoming bugfix, experience party wipes when trying to take down a world boss, complain on the forums about wiping on a world boss, learn more about Elteria lore, listen to the Elteria soundtrack, dig, avoid digging, eat apples, design the interior of your home building, water your carrots, and exchange goods for services with a bunch of weird rabbits.
Q: What can early alpha testers do in Elteria currently? A: Build stuff, sometimes. Explore our vast world of floating islands in the sky. Have the game crash with a NullPointerException. Relaunch the game. Get a feel for the platforming puzzles we have planned by jumping from platform to platform without a care in the world like a frolicking fairy. Fight monsters, run away from monsters and die in combat with monsters. Seethe with anger at the 30-second death penalty debuff. Pick out a calling and compile a set of abilities. Gather gems. Gather resources (some of them). Use artifacts to soar into the sky. Use trampoline mushrooms to fall into death pits. Player-kill like it’s 1999 in Ultima Online. Lose your gems upon death. Die again to a sprung trap. Make NPCs fight each other for your entertainment. Figure out where you’re going based on the alignment of stars and planets in the night sky. Fire a finger-railgun of sorts. Fall off the edges of islands and die. Learn more about Elteria lore. Enjoy parts of the Elteria soundtrack. Dig, or don’t, we’re a game, not a cop. Drink mysterious liquids out of weird jars. Do everything over again after a server wipe. Then do it again. Complain about only getting 29 FPS in the mountains. Send us bug reports. Watch in frustration as the game crashes without so much as an error message. Wait for the next bugfix patch.
Here is a "dry" changelog for Elteria Adventures. We decided to split story posts from the dry changelogs.
Pre-Alpha 0.10.2 b81 -> Pre-Alpha 0.11.2 b101
Features:
New notification interface
Ability telegraphs for other players and monsters now are correctly displayed
Implemented basic world regeneration after the destruction of the world by abilities
Finalization of the animation system in the engine
Added population system: Objects, monsters, chests, etc. now spawn in the world themselves in different places
The character now starts without abilities, abilities are obtained by leveling in the character window (C key)
All resources necessary for leveling are present in the inventory since creation, this will be removed as soon as it becomes possible to get them using the gameplay methods
Added a voxel patch system for a swift world update
Added vignette post-effects
In the character window, skills can be selected and placed on the skills panel. Clothes and blueprints are also can be chosen
Added tips on the ability panel
Added voxel damage system. Abilities now do damage to voxels but do not immediately break them, although the exact numbers have not yet tuned. And there is no damage display yet
Character:
Updated character jump animations
Added effect for a block with a sword animation
Updated character portraits
Updated character animations: run, attack with a sword, attack with a hammer, idle, running with a hammer for a female, basic animations of movement for a female, running with stone hands for the male
Added Sword Block ability for Fighter
Added Stone Clap ability and slow effect for it
Added resistance to negative effects such as pushing and stunning
Stone Hands is now switchable ability with CD 1 second
Blazing Shot ability simplified
Artifacts:
Added Hammer Smash ability for the Aster's Crushing Hammer
Added ability for Solara's Grace
Added abilities for Dark Blade Leonard
Added ability for Sir Karst's Armor
Added abilities to the Diadem of Willen
Added double jump for Sturdy Leather Armor
Added Grog's Frenzy's ability - flying sword
Updated descriptions, titles and icons for many items
Monsters and flora:
Added Plum Octopus
Added Large Tentacle
Added the Tentacle AI
Added tentacle abilities
Added the tentacle bush
Added the Spring Sunflower
Updated the Skeleton animations
Updated Beelemo fly animation
Updated Nature and Wonder gems animations
Updated the round bushes
Updated tentacle bush
Updated desert biome textures
Bugfixes are omitted due to the closed state of the development.
Hello everyone! Up there is a follow-up to the previous post, the focus of this gif is the blazing fast voxel update time. It used to be about eight times more. Please note, the effects here are not yet synchronized with the faster update.
Currently, we are working on Artifacts. They are a major thing in the game, a huge part of the game time will be spent acquiring artifacts. Previously we had very few of them, and that is one of the main reasons why you still not playing the game! But now, we are reworking the old ones and adding times more! In Elteria Adventures, artifacts always give you some unique abilities, that is one of our core principles, so for us, it means a lot of work on that mechanics. Models are all ready, but abilities animations and game logic - only partially. This is a lot of work, it's not yet done and it will take some more weeks. Slots for artifacts are not typical. They are functional, not anatomical. Power Sources usually give powerful offensive ability, armor and accessory - defensive ones. Some abilities are obvious and some are more specialized. At this time we need some foundation, a baseline. Later we will add more bizarre and strange artifacts. We have only started. Here are some screenshots of artifacts: There is a total of 5 equipment slots, and last ones are boots and tool. Boots are not our focus at the moment; we only have models for them. (Our 3d-artists are working fast!). And about the tool was told in the previous post.
Here are some pretty gifs of new animations:
New sprint animation
New melee hits by swords - it will be used a lot!
Double jump - ability of the Sturdy Leather Armor, one of the easiest to get Artifacts
Block - the new ability for Fighter calling
We mostly have to share the visual stuff. We are putting much effort into the visual part of the game.
If you want us to talk about other things or have questions, please tell us in comments or message us in social networks!
This week has been marked by huge technological breakthrough made by our brilliant programmers: they have been able to decrease landscape update delay several times! Fighter's ability Tectonic Fault now breaks voxels with only 30ms delay! It used to be about 500ms. This has been done with some incredible coding magic. For those who interested: they basically redraw patch on affected part of the screen in the shader, while the landscape is slowly updated in the background. Here is a short video.
The Glove
The Glove, we changed it's name too many times. It's the primary tool in the game. Now it's called Neophyte Glove. Maybe we change its name again. Instead of making a dozen different tool type items, we decided to upgrade it incrementally. It is not used in any battle capacity, so it's not about balance, it's about player convenience! Currently, we laid down roughly 15 upgrades to it, at least 9 of them will have a visual distinction. One of the early upgrades will give the ability to create personal space, an Elteria Home heart. This will instantly create a Home Field - a special zone, in which player resurrects after death and in which they can start building their first home. Only one Home Field per character is allowed. Of course, the player can rebuild this area how they want, but by default, it will be a premade hut. The following pictures are concepts of what there will be located:
Regarding what this is... let it stay a mystery for some time!
Long time no see. We are working on making Elteria Adventures a full playable game before we can bring you closed and then open Alphas. Which means bringing some things to levels at which it can be played as a game and not just a demo. And of course fixing bugs. A lot of bugs. This is our goal for the next few months and today we want to share with you latest progress.
Graphics overhaul
We are continuing working on graphics update that we started in the last major version. Full rework of rendering pipeline is a challenging task and we've been fixing bugs and bringing full features live since then. Some of the new features that are now possible include:
Night mode and day cycle
Dynamic lighting, lighting effects and glow
Water shading
Dark places and light sources
You could see in last DevLog that caves were bright, and water was boring. Now the game fully supports dynamic and static light sources, including moving lights from spells and creatures and fixed lights from things like torches.
GUI
Character creation and progress are two very important things for the game like Elteria Adventures. Last time we shown to you early design of character page, now it's making its way into the game.
We also added simple character creation page, but there is not much to look at :)
Other things
Mostly we have been working on fixing bugs, but they are not fun to talk about if you can't experience them yourself. We can show your reworked Gems! They were only concept arts in the last post and now they're in game and they look cool!
Current work
For the next few weeks we are planning on making first three Callings solid to play, implement character progression and add abilities for a few artifatcs. This along with level design and small impovements will make game playable in adventure mode. Stay tuned to see what we have in mind, it's going to be fun! ;)
If you want us to talk about other things or have questions, please tell us in comments or message us in social networks!
Hello fellow gamers! It's been a while. As we said in last DevLog post, we've been working on rework of some critical game engine features, which we (almost) completed in the latest development build.
Deferred Rendering
One of the things our game engine was lacking up until now is modern rendering technique - Deferred Rendering. Most modern game engines use some form of it to bring players the image they see on their screens. You can learn a bit about differences between traditional Forward Rendering technology and Deferred Rendering in this article.
Using newer rendering technology lets us now have things which we couldn't have before, like dynamic lighting from multiple light sources and particle effects, which will bring a lot more life in the game without concerns for performance.
And performance is our big concern! There are a few things let to tune, optimize and test on different hardware, but Deferred Rendering gave us a boost in rendering performance from 10% to 90% depending on user's hardware and graphics quality settings.
UDP Networking
Again, if you want to dig dipper in the tech stuff of it, you can start with this article describing the difference between the old networking we used and the new one.
In the start of the project our goal was to quickly achieve working results and it was much easier to use reliable and robust TCP for our networking than bother with handling lost packets ourselves. Unfortunately, it's not a good long-term solution for a lot of games, including ours, since it needs to be as real-time as possible without any spikes in delay between client and server.
Which is why we completely rewritten our networking library from the ground up now using UDP instead of TCP. Preliminary test show increase in stability and network delay, but some bugs still need to be worked out.
Few other things
We are also work on Alpha world level design. In the build we added a lot of new tools for terrain design which allowed us to create cool caves.
A big progress have been made in developing the new Tentacle Biome, current results you can see here.
Work In Progress
Since we didn't have much changes this time, we decided to share with you some things we are working on now.
Character GUI
One of the most important pieces of game interface is a Character Screen which displays your equipment, calling, abilities and many other info. It's on its way to the game, but you can get an early look at the design now.
Plum Octopus
New mob in the making is Plum Octopus. For now we can show you only concepts of it, but expect it to be in production very soon :)
Rabbits Race
Rabbits is a race of enemies that will oppose players in achieving their goals. They have warriors and mages and they're relatively smart. A statue of a Rabbit Warrior was in game for some time now, you might have seen it on one of the videos or screenshots.
New traps and Tentacle
Dynamic and egaging game world is one of our main goals in developing of Elteria Adventures. We are currently working on adding more interractive traps in the game, concepts of which you can see below.
On top of it is a Tentacle, which is technically a mob, albeit pretty stationarry one.
Next is a spring that will launch player that step on it directly upwards with some bit of air control - it can be a way to reach higher places or to recieve signifficant damage from a falling.
The last one is a sort of a tunnel that drags nearby players inside and unless they're carefult, transports them on the other side, which can be any place including a death trap ;) Watch your step...
New Gems
Gems are an important part of the exploration gameplay in Elteria Adventures and we want to make them less generic and more fun. New gems are in the process of modeling now, but you can check their concepts now. From left to right: Dark Gem, Lava Gem, Wonder Gem and Nature Gem.
See you next time!
Please leave your questions and thoughts in the comments bellow or in one of our social networks:
Hey everyone! We want to share current progress on the game by talking about changes we made in the latest major dev build.
New GUI
In previous major build we reworked skills panel. In this one we added the resources panel to display all your current resources, highlight resources you just collected and show you which ones will be consumed by actions such as building. Also, the new chat, which is an important part of any MMO game :) Few others small things have been added to the GUI, they will be highlighted in other changes below.
Gather / Mine mode
We reworked how Tool Glove works. Now it switches mode to Mining / Gathering with small GUI change and it lets you mine stuff with left click and gather resources with right click. It's possible to break world, trees, ores, gems and other stuff with many skills, but if you use anything except Gather ability, you will get less resources.
Building with blueprints
Though still work in progress, we added the main way players will build in open world and during the battle — blueprints. You will be able to find them during exploration from chests or as loot from monsters or create them yourself. They not serve only decorative or structural purpose, some will be useful in battle by providing auras to allies or even attacking enemies.
As you can see, you need resources to build each blueprint depending on materials used and the blueprint itself.
Bees!
In previous dev build we added Beelmo — a new Lemon Bee monster. Now we added it's ability: when it stings you it starts running away and if you can't kill it in a few seconds, you yourself will become a Lemon Bee! While you are in the bee form, you can't your abilities and more vulnerable, but you can jump higher and perform double jumps to reach places you couldn't before!
With this we introduced the polymorph mechanics in our ability engine that will help us make a few more interesting abilities and cool game mechanics '^__^'
As you can see on the screenshots above, we moved the camera above character's shoulder from above it's head and adjusted field of view and camera distance. It should provide better gaming experience. All abilities have been adjusted for the new camera position.
Graphics and animations update
You can see it in the video here, we updated a few important textures in game, like grass and gems and added Screen-Space Ambient Occlusion. New textures give the game a more consistent look. Check this tweet about restyling to see how it was before and how we are working on game style.
We updated a few animations to add some character to them so they don't look plain as they used to :) It's still work in progress until it will be consistent throughout the game.
New sky
It's... not boring any more :)
Many more!
It was only things that are easily shareable in form of a few screenshots, but a lot of work we do can't be easily seen. Still, we want to share it with you to give a glimpse on the development process:
Animation Engine rework. We use our own animation graph system, because the engine we use didn't have one when we started. Because of that we had problems with stuck or not working animations from time to time. No more of that since we reworked a few core things in it :)
Fixed air control, it now works like in most action and action-adventure games.
Updated sound engine to support more easy integration of sounds in game and fixed some sounds.
New artefacts and resources that have no use for now. We will talk about them later ;)
A lot of bugfixes!
Hope you stick with us to see more! '^__^' Next update will be a bit boring compared to this one because we are working on some things in the game engine that are required to ship the game to an alpha stage and continue it's development. We will see you with new DevLog when it's done!
Please leave your comments and ask questions, we will be in comments ;)