![]() Jan also added the functionality for individual key bindings, which can now be defined by each player in the main menu: While this part is done and we already have a much better experience, Jan will further improve and polish the logic over the next months while working on other tasks. This is great, but makes camera control quite complex.Īs the overall complexity has been understood over time and the camera logic was technically a wild-mix of different camera control styles, Jan decided to rewrite the whole logic. While many strategy and simulation games have quite fixed camera angles and distances, Fata Deum allows you to move freely. One main issue here is to provide a smooth experience even when switching between different height levels and using different distance and view angles. So, we decided to put Jan on this job to focus on it! The camera controls are the functionality which has been most criticized in the feedback form we have collected from all of you. ![]() We will proceed to increase the overall performance, so that we will be able to provide you a smooth experience in all cases. Geri worked really hard to find this solution and the results are very promising: he was able to push us from 20 FPS in end game situations with a large amount of characters to over 60 FPS!īefore: low frame rate because of many characters rendered at the same time.Īfter: 60 FPS even many characters are rendered at the same time!Īnd these are frames captured inside the Unity editor, so performance is even better with a real build! Test scenario: rendering as many diverse characters as possible at the same time! This ended up being a combination of several techniques that satisfies our high standards. ![]() We do not want to bother you with technical details but we needed to test many different techniques and faced many technical issues until we found a solution. One major bottleneck in the end game was the rendering of a large amount of characters. ![]() Especially, if most of it shall also be visible at a distance. There are several very complex issues if you want to bring a game like Fata Deum to life (large numbers of characters, complex AI logic, many buildings, etc.). The massive amount of buildings and characters being simulated and rendered in the end game of a five gods maps directly highlights the second very important topic we are currently working on: While this map still needs some polishing, a second map for up to three gods is already in the making:Ī three gods map is already in the making! The new four gods map is ready for action!įour gods, four cities (and many more villages) After some teething issues at the beginning, he's become very productive quite fast.Īnd below are the first results of a skirmish map for up to four gods: Nico, our level designer, first learned how to work with our tools and to understand what is a feature and what is a bug in our very customized level designing toolchain. We needed some time to train up and become productive. We’ve hired four additional staff members (three software developers and one level designer). Hello again! We’re back after another break, this time because we were focused on organizational matters.
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