Raiding.Zone Devlog

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klg71
August 09, 2023
Raiding.Zone: Steam Release

Raiding.Zone is a PvE arena game in Voxel style inspired by World of Warcraft and Warframe.

The gameplay is oriented around the roles Tank, Healer and Damage-Dealer.

You can already try out the demo of Raiding.Zone here: https://play.raiding.zone. (Somehow, Chrome works better than Firefox)

The Steam …

2,452 views
klg71
July 01, 2023
Spells as Code

My first contact with World of Warcraft was through a private server. I didn’t have the money for an abo yet and had some friends playing there.

I was fascinated by the idea of my own private WoW server. After weeks of fiddling I finally got it running.

I learned a lot about servers, networks, and es…

4,684 views
klg71
June 24, 2023
Run Animation, Target Selection and Camera Movement

There was a lot of activity in the last two weeks. We performed a playtest on 15.06. I gathered a lot of constructive feedback. The primary improvements recognized are the following:

  • Need for more suitable run animation
  • Better visibility for the selected target
  • If the camera collides with a wall and z…
3,474 views
klg71
June 18, 2023
Designing a multiplayer Spell-System
Inspiration

I am developing Raiding.Zone for over 16 months now. For the spell system, I got inspired by World of Warcraft. WoW was my first contact with MMORPG, and it stuck with me. Their spell system feels natural, and I tried to recreate this experience.

Requirements

There are tons of solid spel…

3,069 views
klg71
June 10, 2023
Progress Report: WebGL, Guest Accounts and Playtest
WebGL Release

You can finally play the 3D version in the Browser. Firefox and Chrome are supported.
On my machine it runs stable with 60 fps. You should be able to achieve at minimum 30 fps in order to play it.

https://play.raiding.zone

There are still some problems with particle effects. WebGL seems …

2,972 views
klg71
May 29, 2023
Avatar Redesign

I got feedback that my avatars don’t feel quite right. So I learned some things about anatomy and face proportions. The new faces have twice the voxel count than the previous ones.
It was a real struggle to simplify the resulting mesh. Initially, each avatar had more than 1 million vertices.

Chat R…
4,352 views
klg71
May 13, 2023
GUI Overhaul

I’ve spent the last two weeks implementing a new GUI concept.
The old design felt confusing and cluttered.
I added more space and hopefully made it more intuitive.

The new interface should conform to the immersion I want to create. The whole game places you in the simulation of a giant corporation na…

3,738 views
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klg71
April 30, 2023
Full Gameplay Trailer

All levels are now available with added lightning and occlusion baked in. I composed a video containing all levels:

I also want to present the new cover of Raiding.Zone:

While reworking the Arcane Factory, I noticed that the level felt empty. So I added additional Tesla emitters in the corners.

I f…

2,510 views
klg71
April 22, 2023
Light and Shadow
Raiding Zone: Light and Shadow

I managed to separate each level into a scene. That makes it possible to bake light and occlusion into the scene. I had some problems learning which parameters work best.

The baking time was a marginal issue because my own computer only has a GTX1080 installed.

The next…

2,827 views
klg71
April 15, 2023
Raiding Zone: Early Access Release

I finally finished the migration to 3D. I started working on it in February and finished it this week.
There were a lot of learnings along the way.
Starting from 3D model creation in MagicaVoxel to rigging and animating in Blender and ending with designing particle effects in 3D. This is still an ear…

3,108 views
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