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Development Log #20

  • owner0051
  • Aug 22
  • 2 min read

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 significant strides in polishing the foundation of multiplayer.


Early in testing, a number of critical issues were discovered, including severe jitter in client movement replication, missing combat sound replication, global footstep audio, crashes when parries succeeded, and Quick-Play failing to locate matches.


Over the course of the week, these issues were fixed, resulting in a far smoother and more stable multiplayer experience.


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With those resolved, the team’s focus now shifts to tackling new challenges uncovered in the latest build, such as occasional inconsistencies in hit registration between client and server, blocking not properly affecting walkspeed, and certain UI effects like “Guard Break” and “Parried” not always replicating correctly.


The level design team also made strong progress this week, moving from the blockout phase into detailed work on the Jaffa Tournament Map.


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Additionally, the 3D animation team completed the new sheathe animation, adding fluidity and immersion to weapon handling.


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Meanwhile, the 3D art team began building key assets for the Jaffa Tournament Map, including banners, grandstands, counter-tilts, and the lists, bringing the medieval tournament atmosphere closer to life.


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!


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!


Please join us on our Discord server where you can ask questions and participate in our growing community!


 
 
 

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