Hello friends

Sorry about the slight delay getting our latest Dev Update out. We’ve been hard at work on several areas of development. Today we’ll be discussing how we’ve been optimising our textures with Trim sheets and Layered Materials. Mr Z. will also be taking you through the latest steps down the road to Combat Testing. As always thank you very much for your ongoing support. If you’ve got mates who might like our project, please don't forget to send them an invite to our discord:

Trim Sheets and Layered Materials

In our original workflow, every building piece had its own individual texture. Many of the textures you’ve seen already were made very early in development. This method is not very efficient. One of our teams recent advances is to transition from this workflow towards Trim Sheets, Layered Materials and masks. By employing these methods, it reduces the total number of textures by reversing our workflow, so that the object is made to the textures, instead of the texture being created per asset.

This means that it greatly optimises the game by reducing how many textures are loaded on the server. This helps to allow for higher quality textures on the assets as a result. It also allows for far greater control due to it being a non-destructive workflow. By only having to alter a single texture we’re able to make large changes quickly and with continuity.

Previously if we wanted to add an individual element of detail to a texture or change a material entirely, it would require us to go back and remake the original texture with the change for each asset. For example if we wanted to add a scratched variant to all weapons, it could be done, but it would need to be repeated again and again to create new results for each weapon. By using Trim sheets, Layered Materials and Masks we can change and add small details to the every asset with ease allowing for a non destructive workflow while also allowing us to have much better performance across the board.

Here are a couple of examples of this new method, the texture resolution in the chainmail has increased drastically and our ability to add damage effects such as rust and dirt can be seen as well.


Work on the animations have continued for the siege equipment here are some short clips of them.

Combat Update:

Following Section is written by Mr. Z

The combat has seen much progress since last update. It is finally to the point where it can be considered playable in multiplayer. In the last few weeks the development team has been testing the combat internally to find the most obvious bugs and balance problems. As soon as we are confident the combat gameplay is solid enough we will begin introducing private alpha testers to help us take the combat to the next level. One of the main things preventing us from showing the combat at this point is that the combat animations are very placeholder looking. These coming weeks we will be working on making new combat animations to do the game justice. Our combat playtests have been mostly free of game breaking bugs so we are very optimistic for the future. That being said it is still the early days for combat but we are more confident than ever about it.

On the animation front, we are making a new Rig for our Character. Here is a work in progress image.

On behalf of our team, I'd like to say another big thank you again for your support and encouragement. Till next time.


  • Project Renown

Good (Insert your time of day) everyone

Welcome back to the next developer update, this time we are focusing on a couple areas of interest which are siege engines and combat.

As combat is our main focus at the current time and the stuff I'm sure a lot of you are excited to hear about, we will be covering its progress in most, if not all updates we do.

The other aspect of this update will be siege engines and the work that is being done on them.

We are also going to try and use these updates as a way to give you some more insight to the planned functions behind the work we discuss.


Fraser has been working hard on replacing all of our placeholder animations for our siege engines and their respective character animations for operation.

Raiding will be a very large aspect of Renown and because of this we want players to have access to a plethora of options when it comes to the complete annihilation of your enemies.

We aim to have multiple tiers of Siege equipment similar to our weapon and armour progression. The following are some of the late-game Siege equipment that is currently being worked on.

Siege tower - A Large movable tower used to gain access to people's walls while providing a decent amount of cover and a defendable position while advancing, we plan to allow customization of these towers much like the building system, This will entice players to make sure they have scouted bases properly and made appropriate adjustments for an upcoming raid.

Battering ram - The current battering ram is on the larger side allowing for multiple players to push and operate, while also having a roof for cover from enemy archers. This particular battering ram will be used for stronger gate variants and will make quick work of a lower tiered base.

Catapult - This variant of catapult is moveable and will be used as a method of clearing archers from defendable positions, as well as doing considerable damage to structures while also allowing a faster firing speed than other ranged raid equipment. The down side is the shorter range, putting yourself and the catapult closer to potential death.

Trebuchet - Our personal favourite, the trebuchet, these are very large tools of destruction and are something to be desired and feared. Offering immense range and damage at the cost of manoeuvrability and resource cost, these will be crafted in parts at your base and moved via cart to a desired location, make sure you are happy with the location of choice as deconstructing these will take some time and would not be easy nor quick to change its position during a raid.

Once these are complete we will be working on a video showcasing them and their function.

Modelling work has continued on creation of weapons, here is the bastard sword with our new showcase setup


The following section is written by Mr Z, the Lead Programmer and Combat Designer.

The melee combat in Renown will appear to be extremely similar to players who have played games like Chivalry: Medieval Warfare and Mordhau. Having a combat system that is easy to play but hard to master is crucial for competitive games, and Renown is no exception. The fights are brutal and personal, unevenly matched fights end quick, while closely matched ones can last minutes. Renown is not like a typical shooter where players often die in under a second of seeing their enemy. Instead you'll see your enemy coming well in advance, giving everyone ample time to decide whether they will fight or run away in fear.

Players are able to perform moves such as Feints, Ripostes, Drags, Dodges, using footwork to make their opponent miss their attack, crouching under swings, etc. Weapon choice plays a huge role in how players will engage, determining range, damage, and effectiveness with certain moves among other things. Weapons that are slow are more effectively dragged and crush the stamina of opponents that block them, while faster weapons benefit from having initiative in fights and being more unpredictable to defend against. We want all weapons to feel skillful to use while also not determining the outcome of battles merely on the equipment of the players, skilled play should be the main factor in deciding a battle. A player may have a full suit of armor and a sword but he will stand no chance against a lesser equipped opponent if he is unable to parry their attacks.

Programming work for the last few weeks has been exclusively on the melee combat systems, specifically on the Networking side of things. The majority of melee mechanics are fully implemented, and the current build of combat is a joy to play in our testing sessions. As soon as the networking is stable and free of bugs, we expect players will be able to have skillful duels with each other. Currently the combat animations are placeholders and it wouldn't make sense to show them at this stage. We understand that many in the community want to see footage of the combat, but we have decided to hold off on showing it until the networking is stable and after new animations are made that will do it justice.

Head over to our discord for a short video of a recent multiplayer test

Thank you everyone for reading these updates and we look forward to speaking with you again.

Enjoy your week.

  • Project Renown

Hey Friends.

As always thank you kindly for the on-going support and enthusiasm for Project Renown. Here's the latest Devblog. This week we’ll be covering the Goremesh progress, our Tier 1 Armour redesign, and briefly covering our weapon design process and logic. We’ve also got the word from Mr Z himself, on how the combat systems are progressing.

Keep an eye out for a new video featuring siege equipment that's in the works.

If you’d like to support the Project, please show our stuff to anyone you think might like it. The more we can grow our discord, the quicker we’ll be able to get to player testing.

Thanks again for your support.


The goremesh system is progressing nicely. One of the challenges that have hit both the programming and arts departments is Gore/Armour integration. In this case the armour system needs certain adaptations so that it doesn't interfere with the gore system. You can see part of the process in the below photo. We’ll update you next time how this challenge is progressing.

Our team decided to do a redesign on tier 1. This is because it was not inline with the look of our other sets in the progression system. We want a distinctive look for each Tier so that players can clearly see what they’re up against, when in battle. This specific tier of armour is being modeled on late antiquity, early dark age references, and will likely have a scaled or padded chest piece attached for the final product. The below images are work in progress blockouts of the new armour set. Expect to see a Gif showing it off when it's ready.

As you might have seen in our media, we’re planning on having several tiers of gear available to the players as they progress on a server. As such we need matching weapon sets to go alongside. The below photos are some WIP shots of some of the swords from tiers 2 and 3. Our current focus is on modeling and texturing all the swords of each tier first. This will allow us to start balancing against the armour systems. After which we’ll be moving onto some of the distinctive weapons of the period/s such as Polarms, Spears and the like.


The following section is written by Mr Z, the Lead Programmer and Combat Designer.

The melee combat is heavily inspired by titles like Mordhau and Chivalry Medieval Warfare. In future dev blogs I will go into further details about the combat systems, today we’ll talk about collision testing.

Melee Combat in Renown is a crucial part of the game and one of the most important aspects of having a good melee combat system is having reliable hit detection. The following image is a demonstration of the collision testing done when players swing their weapons around. Many games specifically neglect hit detection for melee attacks, however as can be seen, the collision testing is extremely detailed and will follow the weapon around accurately.

There are many systems that come together to form the combat in Renown, in following dev blogs I will talk more about the fundamentals that make up the gameplay.

*Disclaimer: the animations are an early placeholder and will be changed in the future*

As always our team thanks you very much for the support and passion for Project Renown. It keeps our team going.

Till next Time.