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Alain


BATTLEJUICE ALCHEMIST DEVLOG

New Dev Stream

Hey everybody!

I hope you are all doing effectively and looking out 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 tremendous, and manufacturing is true on observe.

For these of you who comply with us on social media or visited us at Gamescom, you might have seen what we have been engaged on lately, notably a brand new quest location within the recreation. I assumed it was a fantastic 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 really get pleasure from making these sorts of streams/movies and would like to do them extra incessantly. Nevertheless, as you’ll be able to think about, discovering the time is not all the time simple.

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

Wishing you all a improbable weekend,

Alain


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Alain


BATTLEJUICE ALCHEMIST DEVLOG

So lovely… what is the catch?

Hey people!

Welcome again to a different develog! This time we delve into the realm of particle techniques. 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 often known as particles. These particles can signify varied parts comparable to fireplace, smoke, sparks, you identify it. Particles are light-weight and dynamic and utilizing them we will add plenty of vividness to our recreation.

However we have now 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 recreation’s efficiency. Fortunately, Unreal Engine bestows upon us a potent software: Shader Complexity mode.

Inexperienced signifies effectivity, whereas purple warns of rendering extravagance. By taking a look at Complexity mode, we will pinpoint areas the place overdraw festers, permitting us to optimize our particle techniques on the important 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’re not cautious.

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

1. I all the time manually set each particle system to “Use Mounted 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 exhausting in my expertise.

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

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 every little thing I wished to share. So, I am going to contact on the subject once more. I am certain will probably be value your time Wink

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

So, we have now these excessive locations, however what in regards to 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 have the ability to traverse. Bear in mind these platformers from our childhood the place the hero dies as quickly as his ft contact the water? These video games are cool in their very own approach, however they’ll 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 facet to vertical panorama range. Gamers can work together with verticality in a really direct approach: they’ll manipulate it! Within the following GIF, you’ll be able to see me freeze a water floor.

This not solely separates me from the creatures which are underwater but additionally permits me to maneuver sooner than swimming. I simply need to dodge these ice crystals and accommodate for my slippery ft. Now it looks like enjoying one among these platformers from our childhood once more Wink

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

Have a fantastic remainder of the week!

Alain


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