A quick update on what I’ve been working on for Exo One this past couple of weeks, now that Kickstarter is pretty well settled for now:
The new version of the backer preview build should now work for 4k screens/odd resolutions. Check your Humble email/download link if you had issues in the past.
Worked on the story for a couple of days.
Rhys fixed an old, annoying camera bug. In some situations the camera would tilt annoyingly. Still one or two other oddities to fix yet.
Pre-order page is now up on Humble here, if you missed out on the Kickstarter: https://www.humblebundle.com/g/exo_one
Slight ‘wing tip trail’ upgrade on the craft in glider mode.
Partial world streaming tests. Instead of generating terrain in real time, I’ve pre-generated it in a huge area, which results in a big performance gain, and hopefully no frame rate spikes for people without beast CPUs. There’s still plenty to explore, but this would mean no more infinite terrain. With the focus of the game more on the movement and feels, and without a huge amount of ‘content’ to find, I think this is fine. I’m still yet to complete testing this as I have to actually stream the terrain in. Have to see if there’s a framerate spike from that next.
As part of optimization tests, I’ve tested baked lighting as the terrain now exists (pre-generated) before the game starts. This would mean a slight improvement in distant shadows, but unsure if I’ll be using it as I have less control over lighting (afaik, need to spend a little more time) and there would be a huge lightmap generate time for the number of terrains.
Pre-generated, streamed terrain (if they’re as smooth as I hope) will have a number of other advantages visually as well, since I won’t have to try quite so hard to keep frame rates super high to account for frame rate spikes.
Terminus Nominee – best game/design. Pleased to announce Exo One was a close runner up/nominee for Best Game and Best Game Design for TERMINUS this year. Full details: https://terminusevent.squarespace.com/2017-award-winners
Wind air currents. These are nice little atmospheric objects you can find if you look for them. If you manage to get inside the air current, they will give you a speed boost. I may toy with other ideas like having your controls become harder to handle within as well, so you have to ‘wrestle with’ the turbulence/speed.
First Ansel Tests. While this didn’t work in Unity 5.4, now that I’m in 5.6 we are in business. Just need to remove my own camera controls while in Ansel mode to make this work, since now the camera controls are competing with Ansel’s. Below is just a silly retro snap:
New trueSky, MapMagic, material updates. Here’s a screenshot of Sagan4 with the latest versions of these plugins, using MegaSplat for their rather awesome texture clustering (minimizes tiling effects):
AVCON. If you’re in Adelaide and are coming to AVCON, I’ll see you there! Unsure yet whether I’ll be bringing an older or newer version of the game. Might depend on what state the current build is in.
Catch you for the next update, where I hope to have made some solid progress on planet streaming!