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Lionhearts News

Development Log #30

[p]Welcome once again to the weekly Development Log for Lionhearts, an up-and-coming project on Steam created using Unreal Engine 5.[/p][p][/p][p]This week, the team continued pushing Lionhearts toward a more polished and playable state.[/p][p][/p][p]The programming team implemented loading screens for game transitions, fixed tab targeting, and made progress integrating bow animations.[/p][p][/p][p]Some challenges arose with character aiming angles, leading to the creation of new animation poses for aiming both up and down. These will now smoothly blend with the default pose for more natural movement.[/p][p][/p][p][/p][p][/p][p]Additional polish was added to bow combat, with arrow distance and damage now scaling based on how long the shot is charged. The team also began merging recent code updates across branches.[/p][p][/p][p][/p][p][/p][p]Meanwhile, the 3D modeling team finished texturing and simulating cloth for the Man-at-Arms outfit and began work on the Templar Sergeant outfit.[/p][p][/p][p][/p][p][/p][p]The 3D animation team finalized spear block and parry animations, completed new bow aiming poses, and started work on spear "ready" and "unready" animations.[/p][p][/p][p][/p][p][/p][p]Additionally, the 2D art team began producing user interface assets, completing new visuals for main menu navigation and the loadout screen.[/p][p][/p][p][/p][p]If you haven’t gotten a chance to check it out yet, our Kickstarter campaign is now accepting late pledges! Even if you only have a few bucks to spare, it helps us more than you know![/p][p][/p][p]Reminder: We have begun handing out Discord rewards to Kickstarter backers, such as roles and other special permissions. Check your Kickstarter messages if you're a backer for info on how to claim these rewards![/p][p][/p][p]Please join us on our Discord server where you can ask questions and participate in our growing community![/p][p][/p][p]Be sure to wishlist the game on our Steam Page, too![/p]

Development Log #29

[p]Welcome once again to the weekly Development Log for Lionhearts, an up-and-coming project on Steam created using Unreal Engine 5.[/p][p][/p][p]This week, the programming team finalized outfit replication so all players can see each other's outfits. They also completed data saving for active skills, with implementation of basic skills now underway.[/p][p][/p][p]Additionally, bow combat is nearly finished, pending minor animation fixes.[/p][p][/p][p]The majority of core systems are now complete or close to completion, allowing the team to begin focusing on bug fixing and polishing.[/p][p][/p][p]Several UI and input issues were resolved, including fixing the disappearing mouse in menus and enabling mouse lock by default.[/p][p][/p][p]Meanwhile, the 3D animation team finished both spear block and parry animations, making the new combat mechanics feel responsive and cohesive.[/p][p][/p][p]On the 3D art side, the Squire outfit was completed, and work has begun on the Man-at-Arms outfit, continuing to expand on variety for character customization.[/p][p][/p][p][/p][p][/p][p][/p][p]If you haven’t gotten a chance to check it out yet, our Kickstarter campaign is now accepting late pledges! Even if you only have a few bucks to spare, it helps us more than you know![/p][p][/p][p]Reminder: We have begun handing out Discord rewards to Kickstarter backers, such as roles and other special permissions. Check your Kickstarter messages if you're a backer for info on how to claim these rewards![/p][p][/p][p]Please join us on our Discord server where you can ask questions and participate in our growing community![/p][p][/p][p]Be sure to wishlist the game on our Steam Page, too![/p]

Development Log #28

[p]Welcome once again to the weekly Development Log for Lionhearts, an up-and-coming project on Steam created using Unreal Engine 5.[/p][p][/p][p]This week, the team made more major strides on the development of Lionhearts.[/p][p][/p][p]The programming team expanded core gameplay systems, introducing assist kill tracking and an outfit switching system.[/p][p][/p][p]Outfits, weapons, and parries are now tied to the Favor Tree, adding meaningful progression to player development.[/p][p][/p][p]Also, work continued on bow combat, with arrows now firing accurately toward the crosshair and dealing proper damage.[/p][p][/p][p][/p][p][/p][p]A new skill manager was also implemented to handle unlocking, equipping, and using active and passive skills.[/p][p][/p][p]Additionally, player count tracking for match starts was fixed to ensure smoother multiplayer sessions.[/p][p][/p][p]The animation team completed four of the five directional spear attack animations and began work on spear blocking.[/p][p][/p][p][/p][p][/p][p][/p][p]Meanwhile, the 3D art team finalized the Page outfit and began modeling the Squire outfit, pushing the visual fidelity and variety of Colosseum's growing armory.[/p][p][/p][p][/p][p][/p][p]If you haven’t gotten a chance to check it out yet, our Kickstarter campaign is now accepting late pledges! Even if you only have a few bucks to spare, it helps us more than you know![/p][p][/p][p]Reminder: We have begun handing out Discord rewards to Kickstarter backers, such as roles and other special permissions. Check your Kickstarter messages if you're a backer for info on how to claim these rewards![/p][p][/p][p]Please join us on our Discord server where you can ask questions and participate in our growing community![/p][p][/p][p]Be sure to wishlist the game on our Steam Page, too![/p]

Development Log #27

[p]Welcome once again to the weekly Development Log for Lionhearts, an up-and-coming project on Steam created using Unreal Engine 5.[/p][p][/p][p]This week, the programming team focused on refining core systems and laying groundwork for upcoming features.[/p][p][/p][p]Weapons and item types were refactored for clarity and to simplify data transfers between Lionhearts: Crusade on Roblox and Lionhearts on Steam.[/p][p][/p][p]Meanwhile the Favor Tree integration with the backend was finalized.[/p][p][/p][p]Additionally, work began on a new projectile system to support bow combat and future siege weapons.[/p][p][/p][p][/p][p][/p][p]Work also began on the development of an outfit system to manage equipped character outfits and an active skill system to handle skill execution.[/p][p][/p][p]The animation team completed finishing touches on bow and shield animations and began charge and attack animations for the spear.[/p][p][/p][p][/p][p][/p][p][/p][p][/p][p]On the 3D art front, work progressed on the next-tier outfit for Colosseum, including a nasal helmet, as well as new models for the mace, spear, and shield, continuing to expand the arsenal and visual variety for players.[/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p]If you haven’t gotten a chance to check it out yet, our Kickstarter campaign is now accepting late pledges! Even if you only have a few bucks to spare, it helps us more than you know![/p][p][/p][p]Reminder: We have begun handing out Discord rewards to Kickstarter backers, such as roles and other special permissions. Check your Kickstarter messages if you're a backer for info on how to claim these rewards![/p][p][/p][p]Please join us on our Discord server where you can ask questions and participate in our growing community![/p][p][/p][p]Be sure to wishlist the game on our Steam Page, too![/p]

Development Log #26

[p]Welcome once again to the weekly Development Log for Lionhearts, an up-and-coming project on Steam created using Unreal Engine 5.[/p][p][/p][p]Work on Lionhearts Colosseum (the combat demo) has been coming along spectacularly as we are have completed our First Playable Prototype (FPP), which is now being assessed for bugs and quality assurance by our team![/p][p][/p][p][/p][p][/p][p]Progress this week moved forward as animations for parrying for the Arming Sword have been completed for all four directions of combat. On top of this, the remaining bow animations have been started.[/p][p][/p][p][/p][p]On the front of 3D modelling, the default Peasant outfit has been nearly completed, with the final touches being added now.[/p][p][/p][p][/p][p][/p][p]As far as programming, the team wrapped up the Task Manager and hooked it up with the rest of the Favor Tree, integrating Favor Tree progression with the database and backend. The team also added an intermission stage to Colosseum matches, allowing the match to restart.[/p][p][/p][p][/p][p][/p][p]Each system worked on so far has been integrated with each other for our First Playable Prototype build. From here, the Colosseum project is now starting to come together! The FPP will serve as a baseline build for us to polish, add to, and clearly see what's left for our public build.[/p][p][/p][p][/p][p][/p][p]If you haven’t gotten a chance to check it out yet, our Kickstarter campaign is now accepting late pledges! Even if you only have a few bucks to spare, it helps us more than you know![/p][p][/p][p]Reminder: We have begun handing out Discord rewards to Kickstarter backers, such as roles and other special permissions. Check your Kickstarter messages if you're a backer for info on how to claim these rewards![/p][p][/p][p]Please join us on our Discord server where you can ask questions and participate in our growing community![/p][p][/p][p]Be sure to wishlist the game on our Steam Page, too![/p]