Welcome back to our usual recap. It’s been some time since our last blog update, and a lot has been going on on and behind the scene (the forums). Some of you may have watched our latest video, but if you haven’t, be sure to go to our YouTube channel. We will not go into detail here, but fill you in on what we’ve been working on the past few months.
A tremendous amount of landscaping work has been done, with every region getting closer and closer to being finished. With areas like the Bitter Coast and Sheogorad being finished, recently focus has been shifting to areas like the West Gash, Ascadian Isles and Red Mountain.
A lot of work has also been done on Vvardenfell’s many cities and towns, with focus on coastal areas. Lately, significant progress has been made on the towns of Ald Velothi, Dagon Fel, Gnaar Mok, Gnisis, and Khuul. In addition to these the team has been working on the smaller settlements that dot the landscape of Vvardenfell such as Sterdecan's Farm and Gro-Bagrat's Plantation.
The 3D department has recently gotten a large amount of new models implemented, with many more in the works. One big thing added recently is banners. The original banners of Morrowind were truly unique, and were amazing at enhancing the exotic and alien feel of the world. As such, artists Ravanna and Hart have been working together to create these stunning works of art which capture that feeling while bringing them up to date with more modern, hi-resolution textures.
Shrines have also been recently implemented. All the shrines you may encounter on your pilgrimage through Vvardenfell have been recreated with new HD models and textures.
Lots of miscellaneous models have been completed too, with new things such as bottles, shrines, or road markers to name a few. While some of them may seem more mundane, they are an essential part of the game process, and are necessary to making things feel realistic. In addition to those already implemented there are a number of models that are currently WIP and have not yet made it in-game. We look forward to telling you more about it another time.
Other departments have also made lots of progress with the SFX department working hard on spells, dust storms, and the environmental SFX for Dwemer ruins, Balmora, West Gash and Bitter Coast. The SFX department will be more extensively featured in our next post, so stay tuned!
Meanwhile, the writing team has been working on enhancing Morrowind’s more lackluster quests as well as creating quest content for future gameplay overhauls. There has been a stream of newcomers in that department, and they are working hard to make Vvardenfell more full of life and quests than ever.
Coding and animation have been busy figuring out the proper tech to implement new behaviours. This is no easy task due to the Skyrim engine being notoriously difficult to add animations to. Coders have also been working on game mechanics, and will continue to do so for some time, as it requires a tremendous amount of time and effort.
Work has also been put forward to ensure that Skywind is 100% legal, as we wish to respect Bethesda’s rules, and so that we can legally and properly release it when it is done.
That’s it for now. Stay tuned for some more special blog posts!