Development Log #10
Welcome once again to the weekly Development Log for Lionhearts, an up-and-coming project on Steam created using Unreal Engine 5.
This week saw significant progress and a few setbacks across our Creative and Technical departments.
On the level design team, efforts on the Belmont Castle map were disrupted by persistent technical issues with Unreal Engine's multi-user editing plugin, leading to some version reverts and loss of work. To tackle this, we’ve partnered with M3DS Academy, an Unreal Engine Academic Partner, to resolve the plugin issues and get the demo back on track.

The 3D animation team wrapped up short sword blocking and wheat harvesting animations.
The 3D art team completed our remaining foliage assets and wrapped revisions on some of our older assets.

The game design team enriched the Game Design Document with clearer visuals and references.
The 2D art team completed all favor tree icons. They also began crafting concept art pieces to showcase the creative process for the Kickstarter and other promotional media.

On the technical front, the programming team added advanced graphics settings, sword/shield holstering, and continued refining NPC combat.
They also polished shadow tasks, added some outfits, added resource respawning, and a new intro sequence where players start by spectating their shadow as the Lord.
Thanks for reading, and please remember to join us again next week as we move into Week 15.
Please join us on our Discord server for forum posting, where you can ask questions and participate in our growing community!
To support this project, please follow our Kickstarter campaign, which will be launching soon!
Our Steam Page is also up, be sure to wishlist it!
Written by Credenzio Studios Staff
This week saw significant progress and a few setbacks across our Creative and Technical departments.
On the level design team, efforts on the Belmont Castle map were disrupted by persistent technical issues with Unreal Engine's multi-user editing plugin, leading to some version reverts and loss of work. To tackle this, we’ve partnered with M3DS Academy, an Unreal Engine Academic Partner, to resolve the plugin issues and get the demo back on track.

The 3D animation team wrapped up short sword blocking and wheat harvesting animations.
The 3D art team completed our remaining foliage assets and wrapped revisions on some of our older assets.



The game design team enriched the Game Design Document with clearer visuals and references.
The 2D art team completed all favor tree icons. They also began crafting concept art pieces to showcase the creative process for the Kickstarter and other promotional media.



On the technical front, the programming team added advanced graphics settings, sword/shield holstering, and continued refining NPC combat.
They also polished shadow tasks, added some outfits, added resource respawning, and a new intro sequence where players start by spectating their shadow as the Lord.
Thanks for reading, and please remember to join us again next week as we move into Week 15.
Please join us on our Discord server for forum posting, where you can ask questions and participate in our growing community!
To support this project, please follow our Kickstarter campaign, which will be launching soon!
Our Steam Page is also up, be sure to wishlist it!
Written by Credenzio Studios Staff