- MEDIA ˇ
- GAME ˇ
- DEVELOPMENT ˇ
Happy New Year everybody!
Late at night, when everybody is sleeping – Reto.Hal9k climbs into his programming hideout and with only a single candle lit, he writes new render features that hopefully makes their way into the game one day. This time he has been working on weather effects – and in this case: SNOW! – Reto.Robotron3000
Indian Summer? The calendar says late September, but the sky is blue, the sun is shining and we released a new videolog. Please note the impressive flying in the beginning; we saw the video fightingfalconf16 posted online and went in; ID’ed the session and grabbed the replay from the server. If you see awesome things like this in the game, please make a note of when it happened (and your timezone), the name of the battle, and the names of the players involved. Then you might be featured in our next video or we might make a compilation video of awesome heroics :-)
We have published another batch of answers from the Q&A thread and I am still sneaking up on devs and finding answers for your questions.
The other main things happening here at HQ, is the continued tracking of how the servers run and putting out hotfixes as well as locking down the feature set for the next build. We will then spend the next while making sure the new features work and play well together with the existing features and of course eliminate all bugs we find on the way.
That is all from me, have a great week everybody! :-)
To penetrate and dissipate these (ingame) clouds of darkness, the general mind must be strengthened by education. – Thomas Jefferson
This time I’ll write a bit about our upcoming real-time volumetric cloud system. Unless something goes horribly wrong and the sky is falling down the new clouds should make an appearance in the Jefferson build.
About a year ago I wrote the code and shaders for the current cloud system, that uses sprites to render the clouds seen in the action game. At that point I was already pursuing various options for rendering clouds in a different way, that I wasn’t satisfied with the quality and performance I could achieve using sprites, but due to lack of time I had to let go of the research and use the sprite system.