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Dev Blog #13

Hello again!

We have a lot of exciting stuff to share with you! Our team has been working full speed to get Open Beta out as soon as possible. Testers have had a lot of fun with our new mechanics and we can't wait to show you what we have been working on. But first, a word from our Lead Developer.

[h2]Words from the Lead Developer[/h2]



I cannot believe another month has passed. Time flies when you work all the time. ːsteamfacepalmː We just put out a small update to the Exclusive Beta that is live on the beta branch currently which is an extension of the holiday free play event. The update included survival mechanics such as starvation and dehydration, animation tweaks, AI to kill and eat, and many other things. We're still working on bug fixes, polish and finishing the Shadow Scale, but everything is coming together nicely, including the new physics-based flight system. Parrot and I were playing on the server yesterday and nested in a few lucky players as Shadow Scales and they were able to learn to fly, which was very amusing for those of us watching. Flight does have a learning curve, but after about 10 minutes, you'll have the hang of it, though it will probably take hours before you master it. It's a unique and fun mechanic that I know you will all love. I spent a lot of time on it especially the networking part to make it as smooth as possible and those animations will make you feel like a dragon.

Open Beta is getting close, we have 2 more test branch updates to push out before we can update the beta branch. Once ready, we'll announce the update to everyone and if everything works well, we'll release the dedicated server to the public and server communities will be able to begin hosting their own servers. We have a lot of server options to choose from including PvP/PvE, Player Cap, Admin/Friends/Ban lists, Nametags, MOTD, and even Discord links. The full list of server config options can be found in our Discord and we'll post them to our Steam page as well once the server is released. Our friends at Nodecraft have already begun setting up their server panels so all the options will be available to you in the server host panel.

By the way, this is the Dragon game you have all been waiting for, you'll see ːsteammockingː

I look forward to watching you all fly in the upcoming Open Beta targeted for Summer 2021. I know I will be there flying as a Shadow Scale. ːsteamhappyː Be sure to hop in the beta server if you can, if you catch us online Parrot or I might take you for your first flight on a Dragon. \o/

- Jonathan Slabaugh
Lead Developer of Day of Dragons



Now its time for the rest of the blog!


[h2]Status Icons[/h2]



Status icons and the effects they represent are now in game on the Test Branch. Hunger and Thirst now show up as a meat (for carnivores) and water drop icons you reach 50% hunger/thirst. Reach 100% of either, and you will begin taking damage until the percentage is lowered.

Other effects are also currently being tested, including Bleed, Poison, and Decay. Bleed reduces your health as long as it is active. It is recommended to lay down or sleep when bleeding, as your healing will increase per tick. Decay, caused by the Acid Spitter's Decaying Bite, eats away at the dragon's stamina and armor. This can ground flying dragons and make them more vulnerable to the drake's attacks.

Poison is currently caused by eating Thornbacked Crawlers and increases your Sickness the more you eat. While the poison itself does no damage, you will want to keep a close eye on your Sickness level. You can sleep off the effects of Poison, or just wait it out.


[h3]Torpor to Sickness[/h3]

So what is Sickness? Well, after some testing, we decided that we did not like the Torpor mechanic and decided to replace it with Sickness, instead.



Now, instead of making you fall asleep, Sickness distorts your vision and can cause damage. The only way to decrease your sickness is to sleep it off or wait and hope for the best.



[h2]New Mechanics[/h2]

We have a bunch of new in-game mechanics this month, including the Status Effects! Jao has been hard at work coding and has created some beawesome new additions to the game, including the one most have been looking forward to...

[h3]Flight[/h3]



Flight v2.0 is now being tested on the Dev Branch! Our new flight system is physics based and unlike any other survival game at the moment. Players will have to manage their velocity and momentum to stay airborne, making AFK flying a thing of the past.



Players will also now be able to swoop close to the ground, but be careful. Crashing is another mechanic in the works and will cause a great deal of damage depending on your velocity.

We've also made a change to flight for babies. While they won't be able to achieve full flight, they will be able to glide if jumping from high places or being dropped in the air.

We still have a few more things to add, like a take-off and landing animation, before flight is ready for Open Beta. However, we are getting closer and soon we will be soaring the skies with you!


[h3]Hatchling Carry[/h3]



Probably the cutest mechanic yet, Hatchling Carry v2.0 is currently being tested in our Testing Branch. Unlike in the Alpha, any proper sized adult (group member or not) can pick up and carry a baby. However, babies will be able to break free from the adult's grasp by struggling. Struggling also reduces the adult's stamina, making it harder to chase after the baby again.

Hatchlings will automatically be dropped if they grow too large and can be carried while flying.



[h2]Models, VFX, and Animation[/h2]

Our team is working full speed to prepare for the Open Beta. Check out what our other departments have done this month.

[h3]VFX[/h3]

Flicker has been a busy bird this month. She has been working on several projects at once, including the Flame Stalker's Heat Sense, the Shimmer skin Texture, and the Shadow Scale's Cloaking ability.



The Flame Stalker's Heat Sense is getting some much needed love. The effect will now resemble real life infrared cameras and players can use foliage to hide themselves from a Stalker.



Exclusive skins, like the Kickstarter and Patreon skins, will have an extra effect to them, known as a Shimmer. This effect will give the dragon's scales an iridescent shine that can be passed down to the dragon's offspring.



The Shadow Scale's Cloaking ability will also get a fresh look in Genesis.

[h3]Model Work[/h3]

While Hao is continuing work at prepping some more models for future updates, Brigade is working on environmental assets for Genesis.



She is creating a generic drake carcass, which will be used for corpses that are nearly emptied. The carcass will have options for varying levels of gore for our squeamish and hardcore fans.

Brigade is also working on some undisclosed projects... but we will leave you guessing for now ;)

[h3]Animations[/h3]

Burt, our newest animator, has been working hard on the Magma Elemental. He is finishing up on all of the Elemental's attacks and then moving onto some more of his actions animations. Check out a few of the completed animations!

Magma Elemental Bile Attack

Magma Elemental Swipe Attack

Karly is continuing work on the Shadow Scale. She has created some new adult animations to polish the flight system as well as creating the baby and juvenile versions of all the current animations.

Shadow Scale Take Off

Baby Shadow Scale Hover




What a busy month and we aren't slowing down! We will see you at the end of next month for our next blog post. As always, thank for reading and for your support!



[h2]Dev Q&A Livestream[/h2]


Our next Q&A livestream has not yet scheduled. Stay tuned and watch for updates to find out when the next one will be!



[h2]From the Community[/h2]


Each blog post, we pick some of our favorite screenshots and artwork posted by the community to showcase here. Want a chance for your submission to be showcased on our next blog? Post it in the appropriate channels on our discord!

[h3]Some of our favorite recent screenshots...[/h3]

by Zenora#2649

by Synder#2521

by Neist_Sakimichi#1785



[h3]Some of our favorite artwork from the community...[/h3]

by ProwlerPaws#1414

by Draka#5202

by mickeyrose97#3400



~The Day of Dragons Development Team



Don't want to miss out on updates? Follow us on our social media accounts or become a patron to get updates before they are released!


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Steam's Open World Sale!



Day of Dragons will be on sale from May 27th to the 31st for Steam's Open World sale! Celebrate infinite exploration with a 10% discount on Day of Dragons and get ready to fly with us in the skies during our Genesis: Open Beta coming this summer!






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Dev Blog #12

Hello!

April has flown by! Our team has been hard at work on our daily tasks over here at Beawesome Games. We have a lot of cool new things to share with you as well as some big news. But first, here is the Big Hamster himself...


[h2]A Word From Our Lead Developer[/h2]

Greetings Hatchlings,

Another month is behind us and we have been putting the work in and getting a lot done. One of the areas we were bottlenecked in was the area of animation as we only had one part-time animator. Today we are happy to announce that we have added a new fulltime animator to our team who has been working in the gaming industry for many years, Bret Church. You can read more about him below, and check out the latest Spined Scrab video to see Bret's work in action.

The past 12 weeks I have been busy working on design and artificial intelligence. The AI update just hit the test branch yesterday with bug fixes going out today. Things are looking really good and the testers have enjoyed watching the AI hide from them behind rocks and trees. (They get scared cuz they tiny.) It's been a lot of work but I think you will all like it. I decided to design the AI system from the ground up for Genesis 1.0, the old AI system in the Alpha used a third-party plugin for the AI behavior mostly designed for humanoids. Our new AI system of my own design is very robust and fun to interact with. I also designed and built a AI spawning system that stores AI in memory in a dormant state when players are not nearby to save on resources, then when players come back in the area, it wakes the AI back up, this is very similar to how ARK does it and necessary when you have maps as big as ours with AI everywhere. I'm sure you will all love our new AI system when you get to try it in the Genesis Open Test.

Speaking of the Open Test, now with AI out of the way, I am focused on integrating the Shadow Scale with all of its animations into the game along with Flight v2. After that, I will be integrating our newly designed particle FX (thanks Flicker). Once the build passes QA, we'll be pushing it to our public servers for the Public Open Test. We will then focus on adding the Elemental, Flame Stalker, Inferno Ravager, and Spined Scrab. Once all of the characters are in and everything is working well, we'll push out the Day of Dragons 1.0 Genesis update to Steam for all to download, after which the Alpha version will be deprecated.

It's all going to happen quickly and will be here before you know it. I think we're in for an exciting Summer. Thank you all for your support and enjoy our dev blog.

- Jon Slabaugh
Lead Developer of Day of Dragons



[h2]Introducing Our New Animator![/h2]

Some of you have already seen our new Youtube video, featuring the Spined Scrab. What you might not have known was that the Scrab was rigged and animated by our new full-time animator! We are happy to introduce to you our new animator, Burt (aka mbcburt).

"Hello everyone!
I am a new animator on the dev team. I am now working on creating amazing animations to bring these cool creatures and dragons to life. I am excited to be apart of this game and community! I have worked for many years in both the film and games industry on all kinds of projects ranging from first person shooters, to racing games, role playing, and horror adventure games. With all the types of animations (humanoid, animal, creature, mechanical) that I have had the opportunity to work on, my favorite for sure that I am super passionate about is creatures, especially Dragons. So this is super exciting for me to be animating on this project and I will show that passion in my work and look forward to seeing them the game! :) "

-Burt

[previewyoutube][/previewyoutube]

With the Spined Scrab now completed, Burt will now be focusing on the Magma Elemental. Expect new updates on the Magma's development in the next Dev Blog!



[h2]Shadow Scale Update[/h2]

[previewyoutube][/previewyoutube]

All but one of the Adult Shadow Scale animations are now complete! Up next we will be making the baby animations which will be a much faster process, since the baby animations are edited versions of the already existing adult animations.

While the baby animations are being created, we will move to testing the new flight system, adding status effects, and adding the visual effects as well.

Drinking Animation

Eating Animation


[h2]AI Update[/h2]

The first version of our custom made AI system is complete! Right now. our Closed Testers are taking a bite out of these bugs. The Thornbacked Crawler will be the first in the game and will join the Shadow Scale and Acid Spitter in Open Testing. Check out a behind the scenes look at how these creatures think.

[h3]How AI Think[/h3]



Pictured above, you can see the AI's thought process as it decides which location to travel to. Being a passive AI, the Thornbacked Crawler wants to avoid all players (aka his predators) and it needs to decide the best course to go to avoid getting eaten.

The green dots show the best choices while the red, yellow, and orange are less favorable. The AI uses distance and cover to determine the best course to take. If available, the AI will be more likely to choose a locations that blocks it from the player's line of sight and thus can hide behind rocks and trees.

[h3]Other Mechanics[/h3]



Like the deceased Acid Spitters, the Thornback Crawler corpses will have a rag doll effect, making them limp when carried. Large enough dragons will be able to carry whole AI carcasses to bring to their young or just save for later.

However, Thornbacked Crawlers are not a free meal. These bugs are toxic and eating one will take a hit to your stamina. Make sure you are in a safe place before chowing down on one of these creepy crawlies.

AI Carrying



[h2]VFX and Modeling[/h2]

As always, our other departments are also working hard to get everything ready for Open Testing and beyond. Check out what they've been up to.

[h3]VFX[/h3]

Inferno Ravager and Flame Stalker fire attacks

Flicker has been focusing on the fire attacks of the Inferno Ravager and Flame Stalker along with the beam of the Singe Crest. We plan to make the bile attacks of each dragon unique which is why you see a big difference between the fire of the Flame Stalker and Inferno Ravager.

Inferno Ravager fire attack rotating

Singe Crest cauterizing beam

[h3]Models[/h3]



While Hao works on the concept of the Ice Behemoth (likely coming in the next Dev Blog), Brigade has been working on the fish AI that will be joining the game with the Singe Crest. The fish is inspired by Bichirs and Catfish and will be the perfect size to fit inside of its main predator's mouth.





Thanks for reading! Stay tuned for more development news in next month's dev blog.


[h2]Dev Q&A Livestream[/h2]


Our next Q&A livestream has not yet scheduled. Stay tuned and watch for updates to find out when the next one will be!



[h2]From the Community[/h2]


Each blog post, we pick some of our favorite screenshots and artwork posted by the community to showcase here. Want a chance for your submission to be showcased on our next blog? Post it in the appropriate channels on our discord!

[h3]Some of our favorite recent screenshots...[/h3]

by Minatrix#6615

by Stupid Discord#2668

by Papillon Petit#9342



[h3]Some of our favorite artwork from the community...[/h3]

by Flame#5312

by Milo#3392

by Mossrium6157


Thanks for reading! Stay tuned for more development news in next month's dev blog.

~The Day of Dragons Development Team



Don't want to miss out on updates? Follow us on our social media accounts or become a patron to get updates before they are released!


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Development Questions and Answers #2

Hello!

We have another set of discord questions that we have taken the time to answer.

If you have a question and it wasn't answered here, check out our FAQ on discord. If you don't find the answer there, feel free to ask your question in our discord #dev-q-and-a channel.





[h3]Will there be a mixture of elements in the future like fire and earth mixing to create lava?[/h3]
Not at this time.
There are currently no plans to mix bile types as breeding can not currently occur between different species.


[h3]Will dragons be able to gain acceleration during flight when diving?[/h3]
Yes.
We are currently testing acceleration increases for our next version of flight.


[h3]How tall is the sky box?[/h3]
Taller than the in-game mountains.

[h3]Will flying through the clouds be a feature?[/h3]
Not at this time.

[h3]Will there be an invisible wall to stop dragons from flying outside of the map? Or will there be a short animation of the dragon turning around and a text box that says "I can't go any further?"[/h3]
For Genesis, just an invisible wall.
If we decide to do something more, it will be later in development of the game.


[h3]What dragons are you most excited to be put in the game?[/h3]
As of right now, the Shadow Scale.
Having the Shadow Scale in the game and in a playable mode will move us to our next step in development. We are just as excited as you are to see the game move forward, so having the Shadow Scale in the game will be awesome.


[h3]Will there be other fantasy creatures added to the game like cockatrices, chimeras, or sirens?[/h3]
At this time, none are planned.
While there are not currently any plans to add other creatures, it could be an option for later in development.


[h3]Will certain dragons have unique movement mechanics? Like extra maneuvers in the air?[/h3]
Yes and maybe.
There will be some dragons with unique movements. For example, the Acid Spitter will be the only one of the starter dragons that can sprint (faster than run). It is still not decided if there will be unique mechanics for flight or not.


[h3]Is there anymore information on the development of the elementals?[/h3]
Not at this time.
The elemental was put on hold while we focused on the AI and Shadow Scale, but his animation process will start again likely next month.


[h3]For new players, will there be official guides for basics of the game? Like how to breed, what PVP vs PVE is?[/h3]
Yes, but not for Genesis.
Guides and other tools will be added eventually, but this will not be until the final part of development. Right now our focus is on creating and perfecting the mechanisms and game play.


[h3]Will wyrms be added to the game?[/h3]
Probably.
We plan to eventually have at least one example of every type of dragon in the game.


[h3]What are some of the mechanics the elementals will have?[/h3]
Elementals will be unique to dragons in several ways. They will be an unlockable species that you must unlock again after death. They are fueled by their element and dragon flesh and must stay close to their element source. They will also not reproduce and each server will have a cap per elemental species. Each elemental will have a unique set of attacks

[h3]Will there be collision?[/h3]
Yes and no.
There will be environmental collision, but not character collision. This means your dragon can not run through trees, but it can run through other dragons. However, you can not bite or attack through a dragon to hit another. This means young can hide under adults for safety.


[h3]Will dragons be able to perch on bigger dragons or climb trees?[/h3]
Some, yes.
Some species of dragons will be able to perch on larger dragon species, like the micro feathered dragon. We also plan to add a climbing mechanism when the micro is added that will allow some dragons to climb cliffs and trees.


[h3]Do you plan on introducing a scent system to the game?[/h3]
Yes.
Though it will not be in Genesis, there is a sensory system mechanic planned for the game that will include scent.


[h3]Are there any plans to make the game accessible for hearing impaired and color blind players?[/h3]
Yes, but not at this time.
Like in-game guides and tutorials, we plan on adding mechanics to make the game fun for everyone. However, these mechanics will not be added til the final stages of development.


[h3]When do you believe the Bio Dragon will be added to the game?[/h3]
Sometime after the Genesis update, but a date isn't confirmed.

[h3]Is Karly, the animator, working full time on the game?[/h3]
No.
Karly has always been a part-time animator for Day of Dragons. This is not due to budget restrictions as some have claimed, but due to her limited availability. If her availability changes, we'd love to have her as a full-time animator.


[h3]Will objects in the game be moveable like stones or flowers?[/h3]
Not in Genesis.
However, when crafting is added later in development, items needed for crafting will be interactable and can be carried by dragons.


[h3]Will dragons who eat fish be able to eat meat as well?[/h3]
Yes.
However, piscivore dragons will not receive as much nutrients from other food sources and will have a difficult time hunting non-aquatic AI.


[h3]Would you make a blooper reel of development?[/h3]
Not at this time.

[h3]Will the Acid Spitter's turn animations be polished?[/h3]
Yes.
In fact, they already have been and will be added in Open Beta.


[h3]When will the new dragons be playable?[/h3]
When they are ready.
We are working very hard to get the dragons out as fast as we can while still maintaining quality of animations and models. We understand this can be fustrating, but we really appreciate your patience.


[h3]Are there going to be more maps added in the future?[/h3]
Yes.
There will be several maps connected to the Forgotten Forest map through portal systems. These maps include the Lava Lands, Dangerous Dunes, Winter Winds, and the Shimmering Caverns Biomes.


[h3]Will there be an island map with different ecosystems on each?[/h3]
Maybe.
We are planning an aquatic expansion after full release. However, this is not finalized and will be several years away if we decide to create it.







We hope that helps answer some of your questions. We will have another dev blog at the end of this month to discuss more development news. Thanks for reading!

~The Day of Dragons Development Team



Don't want to miss out on updates? Follow us on our social media accounts or become a patron to get updates before they are released!


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Skin Creation Contest: Bioluminescent Dragon

Hello everyone!

Wow! We had an amazing 76 entries to our first Skin Creation contest, featuring the Bioluminescent Dragon on our official discord. The prizes for this contest were rare Bioluminescent Dragon Kickstarter Keys, which are now only available through special community events like this one. After several days of voting, the community has spoken and we now have our first, second, and third place winners. The first place winner received three Bio keys, the second place winner received two, and the third place winner received one. Below you can check out the community contest winners:

[h2]FIRST PLACE & WINNER OVERALL[/h2]

[h2]SECOND PLACE[/h2]

[h2]THIRD PLACE [/h2]





[h2]Staff Choice Awards[/h2]

In addition to (and excluding) the 3 aforementioned community contest winners, we also have three Staff Choice Award winners we'd like to announce today, Each of the Staff Choice Award winners will receive a single Bioluminescent Dragon Key.


[h2]Staff's Pick[/h2]


Voted best overall design that didn't win by the DoD Community Staff.


[h2]Parrot's Pick[/h2]

"I really love the uniqueness of this skin and the color palette used. The markings feel very natural and I could imagine this on a real life animal. The colors are very bold and I love the way the tail fades to a lovely purple."
-Bad Parrot


[h2]Hamster's Pick[/h2]

"First, wow! This one was the first design submitted, so to have this kind of quality done so quickly is deserving of recognition. Second, I love the color contrast with the blacks, cyans, and magentas, the skin very much catches my eye. Third, the flower is beautiful and something I could see growing in the Glimmering Caves. Actually, I could see both this skin and flower existing in the world of Jrakhon."
-SuperRhino





[h2]All Skin Creation Submissions[/h2]

While we only were able to pick a few winners, we loved all the skins and really enjoyed hosting this community contest. Check out all the lovely skins below:






Thank you to all those who entered and voted in our very first Skin Creation contest! We had so much fun with this one, we will definitely be hosting more events in the future.

~The Day of Dragons Development Team



Don't want to miss out on updates? Follow us on our social media accounts or become a patron to get updates before they are released!


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