Development Log
Follow the journey of Aetherfall's development
Development Journey: From Foundation to Polish
We started the year by laying the foundation for multiplayer stability and combat polish. This has been an incredible journey of technical challenges and creative solutions.
Early Development
- Fixed critical multiplayer spawning issues, ensuring each client only controlled one character
- Added ragdoll physics for player deaths to improve immersion
- Fixed projectile-on-projectile collisions so elemental fields could spawn correctly in multiplayer
- Reworked field replication so that elemental VFX appeared consistently on all clients
- Introduced a new unified impact effect system, combining VFX, SFX, and decals into a single configurable actor
Combat & Ability Enhancements
- Expanded multiplayer support with jump and dodge abilities, ensuring input binding worked across clients
- Refined impact visuals with proper decal placement on walls, ceilings, and floors
- Improved projectile and melee interactions, including projectile reflection and destruction mechanics
- Enabled AOE abilities to explode on ground/wall impact instead of only on enemies
Core Systems Expansion
- Introduced a smart enemy spawner system with emergence effects and full GAS integration
- Added teleporter actors for seamless level navigation
- Built in-world leaderboards that track kills in real time, enhancing competitive play
- Implemented random respawn radiuses to discourage spawn camping
- Refactored field sounds into a centralized system, later upgraded with Gameplay Cues for automatic replication and spatial audio
Multiplayer Infrastructure
- Integrated Amazon GameLift for dedicated server hosting, resolving fleet stability issues by moving from SPOT to ON_DEMAND instances
- Fixed session handling with cleaner PlayerSessionId parsing and log path corrections
- Added loading screens for smoother multiplayer transitions
- Finalized Steam voice chat integration with push-to-talk and open mic options
Polish & Designer Tools
- Exposed impact components and field systems in Blueprints for easier designer iteration
- Cleaned up legacy systems, consolidating multiple redundant effect handlers into single streamlined pipelines
- Improved debug tools with collision box visualization for melee combat
AI & NPC Systems
- Implemented a new version for the dash ability on NPCs, allowing enemies to leap across the battlefield with synchronized VFX and proper replication
- Added optimized EQS tests for AI dash positioning, helping NPCs align with fields for combo attacks
- Expanded field interactions with configurable damage radiuses, tag-based filtering, and replicated impact parameters
- Ensured NPCs could trigger elemental combos just like players, increasing gameplay depth
What's Next: We're now focusing on final polish, balancing, and preparing for our Winter 2025 release. Stay tuned for more updates!
Previous Updates
More Development Logs
We'll be sharing more detailed posts about specific systems, challenges we've overcome, and sneak peeks at upcoming features. Make sure to check back regularly or join our Discord for real-time updates!