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Lionhearts News

Development Log #25

[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 made strong progress on core systems. Player data initialization was moved to the PlayerState, ensuring persistence across matches.[/p][p][/p][p]Additionally, a new blueprint function was created to integrate Steam IDs as unique identifiers for saving player data in the database.[/p][p][/p][p]A Favor Tree Task Management system was introduced to track skill tree objectives and progression, while the Favor Tree UI skill progression was finalized.[/p][p][/p][p]In addition, a new spectating system now allows players who die during a round to watch the match unfold.[/p][p][/p][p]On the creative side, level designers polished up small areas of the Jaffa Tournament Map.[/p][p][/p][p][/p][p][/p][p][/p][p]Meanwhile, the 3D art team began work on new outfits, starting with the peasant outfit.[/p][p][/p][p][/p][p][/p][p]Also, the 3D animation team polished and imported the bow firing animation.[/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 #24

[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 hit several key milestones. The Loadout UI is now fully connected to the backend, and work has begun on ensuring player data changes persist between matches.[/p][p][/p][p]The deathmatch gamemode loop was completed, with kills now tracked, rounds structured as best-of-three, and support for teams of any size.[/p][p][/p][p]Additional polish was made to the Favor Tree, with zooming fixed in the UI and progression fully implemented.[/p][p][/p][p]On the creative side, the level design team has nearly completed the Jaffa Tournament Map, with only minor touch-ups such as fog and lighting remaining.[/p][p][/p][p][/p][p][/p][p][/p][p][/p][p]Meanwhile, the 3D animation team wrapped up rigging and animating the bow, marking another step forward in expanding the playable arsenal.[/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 #23

[p]Welcome once again to the weekly Development Log for Lionhearts, an up-and-coming project on Steam created using Unreal Engine 5.

This week, the programming team made strong strides across multiple systems. The Military Favor Tree node structure was completed, with early functionality now underway.[/p][p][/p][p]Several major bugs were also resolved, including a critical issue where players were being insta-killed after last week's character restructure and another where effects like damage, health regen, and stamina regen stacked incorrectly after death.[/p][p][/p][p]Work began on the main deathmatch game mode loop, timers, death tracking, and round resets are now functioning.[/p][p][/p][p]On the backend, the system for saving and loading player data from the database was finished, and development has started on the loadout UI, which will let players change weapons and outfits tied to this backend.[/p][p][/p][p]On the creative side, the level design team continued progress on the Jaffa Tournament Map.[/p][p][/p][p][/p][p][/p][p][/p][p]The 3D art team wrapped up key tournament assets including the lists, counter-tilts, and grandstands. They also began work on new bow-related assets, such as the bow, arrows, and quiver, further expanding the arsenal for Colosseum.[/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 #22

[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 saw significant development progress for Lionhearts: Colosseum.[/p][p][/p][p]On the 3d modelling front, we have finished both grandstand model variances (uncovered and covered), a counter-tilt barrier model, the Blunting model along with cloth simulation for blowing in the wind, and finished Templar banner model variants.[/p][p]
[/p][p][/p][p]As far as Level Design goes, we have created a first draft of the Jaffa city silhouette in the background of the tournament grounds for Colosseum.[/p][p][/p][p][/p][p][/p][p]Further development progress has been made in the game design front, where Colosseum outfit concepts were designed. Colosseum item references were also completed. More sophisticated pre-development plans have also been begun for Pre-Alpha.[/p][p][/p][p][/p][p][/p][p]Our research team also continued with a wide variety of primary source research into a variety of weapon uses during the late 12th and early 13th centuries.[/p][p]
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Programming has continued with further progress to the Favor Tree. We have also restructured the player character to make things easier to work with, and started work on the Colosseum deathmatch gamemode loop.
[/p][p]Further we completed the Database API, allowing us to easily communicate with the database for data saving/loading. Lastly, we started work on the player data saving/loading backend to connect with the frontend systems (Loadout menu, Favor Tree, and Combat).[/p][p][/p][p]We invite you to come back again next week for Development Log #23 as progress continues![/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]Please join us on our Discord server where you can ask questions and participate in our growing community!
[/p][p]Be sure to wishlist the game on our Steam Page, too![/p]

Development Log #21

[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 made strong progress on core systems for Colosseum. A major combat issue was resolved where damage only registered every other hit, ensuring smoother and more reliable gameplay.[/p][p][/p][p]Work also began on restructuring the project's blueprint setup, streamlining the overall architecture to make development more efficient maintainable.[/p][p][/p][p]The Favor Tree system received attention as well, with improvements to its display, generation, and data loading to simplify use/presentation.[/p][p][/p][p]Progress also continued on the Database API, despite some setbacks.[/p][p][/p][p]Additionally, the level design team made significant progress on the Jaffa Tournament map. Foliage was added and a second pass began on the surrounding camps.[/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p]The 3D art team also continued work on models for Colosseum, including a grandstand, counter-tilts, banner variants, a wooden stable, and other tournament props.[/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]