![Raiding.Zone: Steam Release](https://uploads.gamedev.net/blogs/monthly_2023_08/large.ad8e4376adb54deda768b9bab08d1928.gamedev.png)
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 …
![Spells as Code](https://uploads.gamedev.net/blogs/monthly_2023_06/large.fa7f9c293b37446f865e24de23946af8.cover.png)
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…
![Run Animation, Target Selection and Camera Movement](https://uploads.gamedev.net/blogs/monthly_2023_06/large.608ba841d8eb4a30b0d3910e4c5421f3.cover.png)
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…
![Designing a multiplayer Spell-System](https://uploads.gamedev.net/blogs/monthly_2023_06/medium.large.68514e7ef14643de8ea8f067577d9bb2.coverGameDev.webp)
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.
RequirementsThere are tons of solid spel…
![Avatar Redesign](https://uploads.gamedev.net/blogs/monthly_2023_05/large.9a69be448d5d4cf39e0a9f3cd6ba9ce8.avatarRedesign.png)
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.
![GUI Overhaul](https://uploads.gamedev.net/blogs/monthly_2023_05/large.f05999db1f824e38a9f877ff4ac6e72d.guiOverhaul.png)
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…
![Full Gameplay Trailer](https://uploads.gamedev.net/blogs/monthly_2024_08/ad629c82166c4e4aa1e7c4cb314bf392.logoGamedev.png)
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…
![Light and Shadow](https://uploads.gamedev.net/blogs/monthly_2023_04/large.b1de645be4234df7af72550bdc8a8a5a.lightAndShadow.png)
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…
![Raiding Zone: Early Access Release](https://uploads.gamedev.net/blogs/monthly_2024_08/ad629c82166c4e4aa1e7c4cb314bf392.logoGamedev.png)
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…