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Lionhearts News

Development Log #8

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

Week 12 saw focused progress toward finalizing the demo experience.

The 3D art team continued work on assets including a crown for the cinematic trailer, more foliage, and premium assets for KickStarter backer rewards.



The level design team continued refining Belmont Castle.

The 2D art team also began work on the latter half of the military icons for the favor tree.

The programming team continied work on combat, which received further polish, plus additional polish for NPC combat behavior.

Landmark discovery and ambient zones were introduced for a more immersive experience.

The NPC Shadow system expanded to include new tasks such as baking bread, training, and harvesting from orchard trees and grapevines, paired with newly implemented animations. Also, NPC Shadows can now greet the player.

The favor tree was adapted to support starting as a "Lord" in the demo.

Additionally, the groundwork for resource respawning was laid.

Each piece contributes to a more complete, polished demo as development accelerates.



Thanks for reading, and please remember to join us again next week as we move into Week 13.

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

Development Log #7

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

Week 11 marked significant visual and gameplay progress across the board.

The level design team finalized the blockout for Belmont Castle and began placing assets to bring the environment to life.



On the 3D animation front, new movement cycles were completed, including sitting and standing transitions.



The 3D art team wrapped up a modular architecture asset pack for kitbashing, continued work on agricultural and foliage assets, plus premium assets intended as exclusive Kickstarter rewards.



On the 2D art side, the religion icons for the favor tree were completed. Additionally, new HUD user interface elements were finalized, including a compass, dropdown menus, and status bars. These UI elements were also implemented.




Combat saw polish with new VFX, hit markers, camera shake, and corrected animation swing directions, while sword blocks now trigger a bounce effect.

The NPC Shadow system also advanced with newly implemented harvesting tasks for grapevines and orchard trees, alongside the foundation for NPC greetings. 3D animations were also implemented for existing shadow tasks.

As we continue development, the focus remains on refining both visuals and systems to showcase the core experience.

Thanks for reading, and please remember to join us again next week as we move into Week 12.
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

Development Log #6

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

Week 10 saw solid progress made on systems and visuals for the upcoming demo.

The level design team continued work on the Belmont Castle map blockout, with noticeable progress on the village, keep, church, and surrounding farmland.



Progress on game animations continued on utility actions such as water collection, and the team sourced temporary marketplace assets to support the upcoming demo.



The 3D art team continued work on foliage assets and a modular architecture asset pack for kitbashing. They also started on some premium assets - such as weapons and armor - intended as exclusive Kickstarter rewards.



The 2D art team began work on new UI elements, including a compass, dropdown menus, and health and stamina bars. Progress on the favor tree icons also resumed, with work on the first half of the religion icons underway.



The programming team made some significant progress, such as a restructured character blueprint hierarchy, improving organization. Several new NPC shadow tasks were implemented, including blacksmithing, carpentry, and farming. Work on player-to-NPC interaction systems was also started. Additionally, the task system and favor tree were polished.



The combat system also received some attention through the implementation of replicated locomotion to sync animation and attack speeds. Furthermore, some preliminary work on screen and visual effects for combat was completed.

The team also created a new notification manager was introduced to prevent overlapping UI popups.
Overall, our work over Week 10 helped strengthen foundational elements as development slowly pivots towards polish and presentation for the demo.

Thanks for reading, and please remember to join us again next week as we move into Week 11.

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 with further localization for many languages, be sure to wishlist it!

Written by Credenzio Studios Staff

Development Log #5

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

Week 9 saw significant progress as the team advanced toward finalizing the demo.

The level design team continued developing the Belmont Castle map and began blocking out additional areas.



The 3D animation team focused on planning and futureproofing by detailing an animation planning spreadsheet.

The game design team worked closely with the animation team to curate animations for the upcoming demo showcase.

On the 3D art team, work on demo assets continued, including foliage optimizations, a new building kit for kitbashing, and some other minor asset revisions.



The 2D art team made great progress with the first half of the trade icons for the favor tree and will soon begin work on religion path icons.



On the technical side, multiple systems received major improvements. A new navigation system was created for NPC Shadows, allowing them to perform resource gathering tasks like chopping wood and mining with improved accuracy.

Combat mechanics also saw significant improvements, with weight added to attacks, a refined stagger effect, and enhanced NPC combat behavior such as strafing.

Progress on the task system continued with a major rework. The dynamic task menu was reworked to enhance code structure. Location-based and numeric-based tasks were implemented to support favor tree progression.

Additionally, the base controller system was improved.

Overall, Week 9 demonstrated strong progress across core systems and the remaining assets, setting the stage for continued work on polishing and optimizing the demo as we enter Week 10.



Thanks for reading, and please remember to join us again next week as we move into Week 10.

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 with further localization for many languages, be sure to wishlist it!

Written by Credenzio Studios Staff

Development Log #4

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

Week 8 brought us further steady forward momentum in the development of the Lionhearts demo.

After some more planning, our level designers turned their efforts back towards the vertical slice, including a new landscape generated using heightmaps. We now plan to build out a new demo map, "Belmont Castle", with the vertical slice as a foundation.



On the 3D animation side, all four directional full-body shortsword swing animations were completed.



The 3D art team completed and approved one batch of new assets. Multiple assets remain in progress, with some nearing completion, others still requiring more time. This includes things like urban props, agricultural assets, mining assets, and more foliage.



The 2D art team continued developing icons for the Favor Tree, this time for the trade path.



Our Programming team oversaw many new advancements, including deeper investigation into and confirmation of SpacetimeDB as our multiplayer/MMO backend, plus further system work across the board.

Progress was made on the task management system, which now supports a few basic task types alongside a prototype HUD to display them.



Our programmers made the NPC shadow-tasking system significantly more dynamic/modular, allowing players to assign tasks based on their territory’s available resources and infrastructure.



The team also enhanced environment immersion with a discovery alert system and an Ambient Zone system that shifts audio based on location.



Combat feel improvements such as a stagger effect and some refinements to swing timing were also added.



Thanks for reading, and please remember to join us again next week as we move into Week 9.

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 with further localization for many languages, be sure to wishlist it!

Written by Credenzio Studios Staff