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Alain


BATTLEJUICE ALCHEMIST DEVLOG

New Dev Stream

Hey everybody!

I hope you are all doing nicely and searching ahead to a well-deserved weekend. After becoming Gamescom into our milestone schedule, we have been fairly busy catching up. However don’t be concerned, we’re doing positive, and manufacturing is true on observe.

For these of you who observe us on social media or visited us at Gamescom, you could have seen what we have been engaged on not too long ago, significantly a brand new quest location within the sport. I believed it was an amazing alternative to document a brand new developer stream, take a stroll round, and chat a bit about exploration, constructing your tower, and, in fact, the brand new city:

I truly get pleasure from making these sorts of streams/movies and would like to do them extra steadily. Nevertheless, as you may think about, discovering the time is not all the time straightforward.

I hope you loved watching, and as all the time, I would love to listen to your ideas and reply any questions you could have!

Wishing you all a improbable weekend,

Alain


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Alain


BATTLEJUICE ALCHEMIST DEVLOG

So stunning… what is the catch?

Hey people!

Welcome again to a different develog! This time we delve into the realm of particle methods. Understanding them is essential for enhancing our hyper-stylized, low-poly look whereas sustaining good efficiency.

For these non-developers amongst you, a particle system is a simulated group of tiny, particular person objects generally known as particles. These particles can signify numerous parts reminiscent of hearth, smoke, sparks, you identify it. Particles are light-weight and dynamic and utilizing them we will add plenty of vividness to our sport.

However now we have to be cautious… as we proceed our journey, we encounter a formidable adversary: overdraw. It transpires when clear objects stack atop one another, inflicting rendering complexity to extend. The price of rendering transparency intensifies with every overlapping layer, jeopardizing our sport’s efficiency. Fortunately, Unreal Engine bestows upon us a pleasant device: Shader Complexity mode.

Inexperienced signifies effectivity, whereas purple warns of rendering extravagance. By Complexity mode, we will pinpoint areas the place overdraw festers, permitting us to optimize our particle methods on the essential factors. Our low-poly, hyper-stylized artwork model grants us a boon, sparing us from the complexities of naturalistic rendering. But, transparency, particularly lit transparency, can turn out to be an issue, if we aren’t cautious.

Let me finish with two Unreal particular finest practices that I discovered helpful concerning the efficiency of particle methods:

1. I all the time manually set each particle system to “Use Fastened Relative Bounding Field” to maintain e.g. quick, far-travelling sparks underneath management.

2. I keep away from utilizing the sunshine module in emitters. They’re tempting however hit efficiency fairly laborious in my expertise.

That is all for at the moment, thanks for studying! Till subsequent time, joyful enjoying / designing / coding Smiley

Alain

« Final Edit: In the present day at 02:45:10 AM by Alain »
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Alain


BATTLEJUICE ALCHEMIST DEVLOG

Climbing Peaks and Diving Deep

Hey people,

okay, you caught me. There was a devlog on verticality earlier than this one, however I could not squeeze in all the pieces I needed to share. So, I am going to contact on the subject once more. I am positive it is going to be value your time Wink

I all the time needed to have vertical variety, reminiscent of mountains, as a result of I feel having them provides a way of grandeur to the sport world. And I needed gamers to have the ability to climb them and never simply have a look at them from a distance.

So, now we have these excessive locations, however what concerning the low ones? It’s a part of our design philosophy to not block off areas from gamers that they really feel they need to be capable to traverse. Keep in mind these platformers from our childhood the place the hero dies as quickly as his toes contact the water? These video games are cool in their very own approach, however they will break your immersion at these factors. That is why we determined to let gamers swim and even dive.

This, together with our Freeze Flasks, provides one other side to vertical panorama variety. Gamers can work together with verticality in a really direct approach: they will manipulate it! Within the following GIF, you may see me freeze a water floor.

This not solely separates me from the creatures which might be underwater but additionally permits me to maneuver sooner than swimming. I simply must dodge these ice crystals and accommodate for my slippery toes. Now it appears like enjoying certainly one of these platformers from our childhood once more Wink

I’ve not likely seen this fashion of working with verticality in lots of different video games, and I feel it’s a idea value exploring extra. I would love to listen to your ideas on it.

Have an amazing remainder of the week!

Alain


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Alain


Hello @Alain,

that is cool! This submit touched me and introduced me reminiscences. With climbing I immediatelly recall World of Warcraft, Oblivion and primarily Skyrim the place I needed all the time to climb as excessive as doable to each even native mountain. I feel this add so much to the sport and your animation from the highest of the mountain is basically new refreshing perspective by which I can see the sport.

And diving carry me World of Warcraft reminiscences the place complete new world was beneath the water floor and it drastically deepened immersion. Freezing the water floor is already icing on the cake.

And with the intention to additionally recommend one thing as an alternative of simply praising, I’d say, this swimming appears to be like clunky. I assume animation might be enhanced but? (one a part of underwater expertise in WoW was this sleek swimming animation).

So cool to listen to that seeing the gifs introduced again some good reminiscences for you. In BattleJuice Alchemist, it’s fairly straightforward to get on high of a mountain and you could not get the satisfaction that you just get in Skyrim or Wow when reaching a excessive place after a tough journey up. However getting a greater view over the world is a bit of reward, I hope Wink

Thanks on your honesty concerning the animations. Clunky old fashioned animations are what I inform myself I’m going for, however you aren’t the primary one to say the propeller-like swimming animations. So I am going to put it on the to-do record. I animated it in a short time a few years again, possibly the time for an overhaul has come Wink

Nicely, I feel it’s protected to say your sport high quality begins to go in AA route.

That is good evolution

 Gentleman

Thanks a lot! I would say we’re nonetheless fairly distant from AA, however I additionally all the time say, let’s intention for iii (triple-i, i for indie Wink

I like the concept of including some top. But it surely appears to be like like you’re switching to a unique perspective for this to be efficient? How does verticality work with the traditional “isometric” view?

Can I additionally separate myself from the creatures on the high and get caught underneath the ice? Cheesy
I am not an enormous fan of the ice-sliding, possibly it is advisable to have some ice-skates for the alchemist. Makes him slower on regular floor however elegant on ice, one thing like that. Making it value whereas ice-bombing all the pieces on a regular basis.

You might be proper, once you need to make use of the truth that you’re on a mountain to get a greater view, you must zoom into third particular person mode. In top-down perspective, it doesn’t make an excessive amount of of a distinction.

It’s humorous you point out the ice-sliding: we even have that. When on an ice floor, you aren’t slower, however a bit sooner. The draw back is, that it’s tough to cease, since you maintain sliding into the route you final moved.


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