Unveiling Elden Ring Garden of Eyes: Enhanced Features, Community Support, and Exciting Updates

Unveiling Elden Ring Garden of Eyes: Enhanced Features, Community Support, and Exciting Updates

Discover the latest enhancements and community-driven support for Elden Ring's Garden of Eyes mod as the lead developer discusses exciting updates in an exclusive interview with Game Rant

The Garden of Eyes overhaul mod, currently in development, aims to fundamentally change the gameplay of Elden Ring. With a large following among fans of the game, Game Rant recently interviewed the lead developer of Garden of Eyes to discuss the mod's progress.

The main objective of the Garden of Eyes overhaul is to enhance the traditional Elden Ring experience. This will be achieved through the addition and reworking of various weapons, armor sets, mounts, and bosses. Additionally, the mod will include more ambitious changes. Once the mod is complete, all of these enhancements will be available for free download. The lead developer provided valuable insights into the extensive work involved in this project. The following transcript has been edited for clarity and conciseness.

Garden of Eyes, also known as me, is the creator behind a YouTube channel. Initially, our content focused on uploading Boss versus Boss videos for Bloodborne. However, we quickly expanded our scope to include modding other games such as Dark Souls 3 and the upcoming Elden Ring. Our modding endeavors involve various aspects, including crafting new weapons, introducing unique mechanics, designing fresh armor sets, and even creating original boss encounters. At present, we are simultaneously working on multiple projects. The primary one being the Garden of Eyes Overhaul Mod, which encompasses a vast array of additions such as weapons, armor, bosses, areas, levels, and dynamic features like progressive difficulty.

The inspiration for our channel name, Garden of Eyes, actually comes from a creature found in the game Bloodborne. We stumbled upon this enemy while modding Bloodborne, and immediately found its appearance and name intriguing. Thus, we decided to adopt the name Garden of Eyes for our channel.

People have a strong affinity for Bloodborne, and it is a game that receives a lot of attention and demand for a remake or a sequel. As avid fans of the soulslike genre, we wanted to incorporate some of the standout design aspects of Bloodborne into the Overhaul mod for Elden Ring. By doing so, we aimed to enhance the gameplay experience and introduce more variety. Alongside gun parrying, we made necessary modifications to integrate it seamlessly within the mechanics of Elden Ring. For instance, when facing Radagon, players are required to successfully execute gun parries three times in order to trigger the riposte animation. Our intention was not merely to replicate the mechanic, but to adapt it to suit the gameplay mechanics of Elden Ring, particularly in relation to trick weapons.

We have also introduced trick weapons inspired by Elden Ring, which incorporate the concept of dual functionality. This not only adds a unique element of variety but also allows for greater creativity. An example of this is a dagger that can transform into a pickaxe. Additionally, we have designed a greatsword that can be separated into two katanas. These weapons offer a wider range of moves and open up new possibilities for innovative design and diverse builds.

Speaking of bosses, let's take Oedon as an example. In Bloodborne, this boss didn't have much lore associated with it. Therefore, we took the liberty of creating an entirely new backstory for Oedon in the Elden Ring universe. We established that Oedon is actually an outer god and established connections between the worlds of Bloodborne and Elden Ring. This allowed us to explore various ideas, such as the influence of the Old Blood from Bloodborne corrupting a specific area in the Lands Between. We were cautious not to disrupt the overall reality of Elden Ring and took great care in seamlessly merging the lore of both games. This aspect is particularly thrilling as it grants us the freedom to creatively intertwine different elements.

In order to maintain consistency with the artistic, lore, and design guidelines of Elden Ring, we carefully consider the adaptation of content from other games. This applies not only to Bloodborne, but to everything we create. When it comes to weapons, for instance, we ensure that they align with a specific faction within Elden Ring. For example, when developing a new Godskin weapon, we thoroughly analyze the design elements, patterns, ornaments, and decorations associated with Godskins. However, we always strive to bring our own creative iteration to the table, as we aim to avoid simply copying existing content.

We take into consideration the foundation we have for this particular faction and then proceed with our designs. Occasionally, we develop entirely new weapons that introduce a fresh narrative for a non-existent faction. Other times, we build upon the lore of the original game, expanding upon it in a manner that has not been explored previously.

Q: One crucial element of this mod involves revamping Elden Ring weapons and mechanics to enhance clarity, refinement, and even visual impact. Could you elaborate on your approach to implementing these enhancements? For example, how do you analyze a weapon, identify areas that require modification, and then incorporate those changes?

The development process for each aspect of the game varies greatly. Take, for example, creating a new version of The Crucible Knight. We start by considering the character's lore and how they fit into the world, and then we focus on visually representing that through modeling and animations. However, the most challenging part is designing the gameplay. We strive to create a balanced and immersive experience that does justice to the character's concept. This involves a lot of back-and-forth processes. For instance, the design for the Oedon boss was initially conceptualized in November, but it took us until April to complete it. This boss character has numerous attacks, spells, and animations, so ensuring that everything functions flawlessly in the game requires careful attention. Additionally, there is a significant amount of scripting involved in making the boss transition to phase two, coordinating level changes, and ensuring the AI and attacks are interconnected seamlessly. Each individual aspect is thoroughly tested, both in isolation and in combination with the others.

When you consider it, this process mirrors the overall game design process. We start with the concept, then move on to creating the 3D model, followed by the animation. We go through all the necessary steps involved in game development.

In addition to specializing in translating content from other games into Elden Ring, our team also takes on more unconventional projects that contribute to the development of the Garden of Eyes Overhaul. As an avid fan of Elden Ring and a passionate modder, I find joy in exploring various scenes, be it within Elden Ring or other games like Minecraft. While the Garden of Eyes mod remains our flagship project, there are times when I simply want to push the boundaries of the game and have some fun. For instance, with the release of Hogwarts Legacy, I was inspired to introduce flying brooms and hippogriffs into Elden Ring. Since no one had ever implemented a flying mount before, I wanted to see if it could be done. The same goes for our experimentation with God of War elements. We indulged in testing countless unconventional weapon ideas, such as incorporating the blades of chaos. These endeavors allow us to explore creative and wild concepts, prioritizing the enjoyment factor without being overly concerned about balancing aspects, while still maintaining our commitment to polish and overall quality.

We have dedicated a lot of effort into the development of class-specific progression and dynamic difficulty, which are part of the major update to the overhaul. This fundamental gameplay change was carefully designed to enhance the player experience in unprecedented ways. With class-specific progression, players can now unlock unique abilities and skills tailored to their chosen class, allowing for deeper customization and strategic gameplay. Additionally, the introduction of dynamic difficulty ensures that the game adapts to each player's skill level, providing a more challenging and immersive experience. Players can expect a more personalized journey through the game, with increased replayability and a greater sense of progression.

During our development process, we realized that simply adding armor, bosses, and new systems wouldn't be enough to elevate the progression in Elden Ring. We wanted to take it to another level. In order to achieve this, we decided to focus on each class and provide them with their own unique progression path, complete with a distinct starting location.

However, we faced a challenge. If players were to start in Leyndell or the Altus Plateau, the progression would be disrupted since these areas are typically considered endgame content. To address this, we fully embraced the concept of dynamic difficulty and sought the assistance of other modders within the community.

The concept behind dynamic difficulty is that the difficulty level, health, animations, and stats of all enemies and bosses will be altered based on the area in which the player starts. For instance, if you choose the Nomad class and begin in the Altus Plateau, the enemies in that region will possess the same difficulty level as those in Limgrave. Consequently, Limgrave will now present the challenge level of Altus, along with the areas that lie in between.

Weapon upgrade materials and other items have been adjusted to scale according to your starting area in our game. We took into account the progression of the actual regions, ensuring that if you start from Altus, you won't be able to backtrack to places like Limgrave. To ensure smooth gameplay, we rearranged the distribution of items so that defeating different bosses will provide you with the necessary resources to advance.

This project was a massive undertaking that spanned several months. Currently, we are testing this feature with our Nomad class, which starts in Leyndell. We even revamped the design of the area to include a comprehensive tutorial section specifically tailored for this class. This way, even newcomers to Elden Ring can dive into the game, receive proper guidance, and grasp the mechanics. Notably, we also introduced a formidable new boss, the Frenzied Omen.

Once you embark on your journey from Leyndell, you will find yourself in the expansive Overworld and Altus Plateau, marking the beginning of your adventure. From there, you can explore Volcano Manor, proceed to Liurnia and Raya Lucaria, then continue to Limgrave and Caelid. Eventually, you will confront and defeat the demigods. Afterward, you will return to Leyndell and progress through the game's linear storyline.

The added benefit of this feature, as opposed to something like the randomizer mod, is that you don't have to restart the game or make edits through external windows. You can simply return to the main menu, select a different class, and the world will automatically adjust to align with your choice. We could have easily created it as a separate program, but our intention was to seamlessly integrate it into the game itself. This means that even if you have multiple save files or switch between different classes, the dynamic changes will apply to all of them.

Garden of Eyes aims to incorporate narrative elements into the progression system based on the chosen class. Each class will have its own unique story, offering players a special memory section dedicated to that specific class. Within these sections, players will explore new areas and engage in battles against bosses specifically designed for their chosen class. Additionally, secret pathways will be introduced to allow players to access boss fights from other classes. This memory-based storytelling approach enables players to revisit past events in Elden Ring and pay tribute to elements mentioned but not fully explored in the base game.

A: Collaboration with other creators has been crucial in the development of this mod. Since Elden Ring does not provide any official modding tools, the entire modding community, including myself and other teams working on FromSoft titles, rely on community-made mods, tools, and libraries. The community is constantly working on developing new tools that allow us to edit and incorporate new elements into the game. Modders can easily access these resources and seek assistance through public forums and similar platforms.

The DLC is something we are extremely enthusiastic about as it will provide us with additional content to incorporate into our mod. With the introduction of new bosses, weapons, and areas, it will allow us to further enhance our creative vision for the mod. Additionally, the DLC is expected to attract new attention and players to Elden Ring, which is incredibly thrilling. However, we are currently lacking specific details regarding certain aspects of the mod, such as the boss fight and storyline for Miquella. We have chosen to wait for the DLC to be released in order to see how FromSoft handles Miquella and to ensure our mod aligns with any expansions or developments introduced in the DLC. As a result, we are temporarily holding off on integrating elements related to Godwin, Miquella, and other aspects that may be expanded upon in the DLC.

Unveiling Elden Ring Garden of Eyes: Enhanced Features, Community Support, and Exciting Updates

Q: So you’d say it’s in no way a competition to your project, but rather a new opportunity for resources to enhance the mod?

Garden of Eyes: Our relationship with our patrons on Patreon is a crucial aspect of our project's support. We greatly value their contributions and support, which allows us to continue our work and bring new and innovative experiences to the Elden Ring community. Through Patreon, we are able to connect with our patrons on a more personal level, providing them with exclusive content, updates, and even the opportunity to have a say in the direction of our mods. It's a symbiotic relationship where our patrons play a vital role in fueling our creativity and helping us pay homage to this beloved game.

The Garden of Eyes mod has been a controversial choice for us in terms of availability. While there is a general sentiment that mods should be freely accessible to everyone, we agree with that viewpoint. I want to clarify that once the Garden of Eyes mod is completed, it will be available for free download to all. However, what many people are unaware of is that our team consists of 15 individuals, all of whom receive monthly salaries. Some members of our team, such as weapon designers and animators, work on this project full-time. Hence, our Patreon platform provides a consistent means for me to compensate them for their hard work.

It's important to note that the mod is still a work in progress. We are constantly striving to develop new content and are consistently testing and exploring new ideas. Currently, we find ourselves in the experimental phase of development. Therefore, our Patreon serves as a way for the community to support our team, become involved in the development of an unfinished product, playtest our in-development mods, and contribute to the overall development process. Our Patreon supporters are not paying for the mod itself, but rather supporting our team and the ongoing development efforts.

We strongly believe in the value of involving players in the development process to address bugs and fine-tune game balance. This approach allows us to benefit from extensive playtesting and deliver a more refined and polished product. While higher-tier supporters can also request custom weapons and armor, our main $5 tier is focused on supporting the developers and gaining access to the mod launcher.

Let me emphasize this point: once the mod is complete, it will be available to everyone free of charge. This commitment is crucial to our team and is firmly set in stone. Patreon exists to support us throughout the development journey, enabling us to provide the community with the highest quality experience possible. As a professional modding team, we strive to release products of the utmost professionalism. Through Patreon, we are able to collaborate with talented individuals and dedicate ourselves to delivering the best possible outcome for all.

The feature that I am most excited to implement but haven't done yet is the class-based memory stories. This feature will allow us to explore new possibilities in the game without compromising the immersion. We will be able to create completely new levels, which is incredibly exciting. Additionally, we have plans for four or five new bosses. We recently released a teaser for one of them, which is a revamped version of Ornstein and Smough from DS1, known as the Godskin Dragonslayer and the Godskin Executioner. I don't want to reveal too much, but I believe players will be blown away by what we have done with this boss. It has been in development for about four or five months now, and every time we think we are finished, someone comes up with an amazing new idea that extends the development time by another month.

Thank you for your time in speaking with us. Before we conclude, is there anything else you would like to mention or share with our audience?

The Garden of Eyes is a testament to the power of community. It is through the unwavering support of our Patrons that this project thrives. Their contributions enable us to assemble a talented team, dedicated to delivering the highest level of quality. Behind the scenes, there is a whirlwind of coordination and management, and for that, I am immensely grateful to my exceptional team and our supporters. Despite the challenges, we press on, driven by the knowledge that we are creating something extraordinary that resonates with countless individuals.

I urge you to consider becoming a Patron on Patreon and eagerly anticipate the remarkable ventures we have in store for the future. Without exaggeration, I truly believe that even those with the loftiest expectations will be astounded by what we have accomplished.

Elden Ring is available now on PC, PS4, PS5, Xbox One, and Xbox Series X|S.

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