This update focuses heavily on adding new gameplay mechanics and removes the compulsory 30 FPS lock. The toggle for removing the lock can be found in options.
Lock picking mechanic and breaking into houses: - Failed break-in attempt can result in an angry dweller coming out of the house:
- New house landmarks and interior randomization improved. - 3 types of interior cellar entrances: Reinforced hatch, regular hatch and secret hatch
- Two types of wilderness cellar entrances.
- New randomized cellar, windmill and farm interiors. - All Western Province houses connected with road and functional door. - Distance field accuracy increased 9x which allows for tighter landmark and road fitting: (The target is to fit all locations into one map)
Hard Ogre's heart hidden in the world.
Sleep mechanic improved - you can now sleep until a specific time at the campfire. (The next update will make sleeping replenish health as well)
Treacherous minefields and bomb disarming mechanic: Also effective for leading enemies into them...
Town of Fortuna improvements: - Cathedral, east and north sides polished: - Cathedral Cellar: - Adventurers' Guild polished and separated into its own landmark: http://i.imgur.com/ZpvhzgL.png
Several other landmarks polished: - Barry's Field - Castle Small - Elven Citadel - Goblin Cathedral - Mertusk Treasure - Old Path
New graveyard landmarks.
New monk props.
Ammo indicators for ranged weapons.
New shaders: rim light, eye and ghost.
Characters with "signature animations" can look at the player. (Blacksmith, Witch etc.)
Bunch of new inventory icons.
Wind effect for all leaves and godrays improved:
New objects and foliage. Several objects polished.
Dialogue box text formatting fix.
Dozens of other minor tweaks and fixes.
Hardland has it's own twitter account which automatically fetches development screenshots. Check it out: twitter.com/hardland_rpg
This update focuses heavily on adding new gameplay mechanics and removes the compulsory 30 FPS lock. The toggle for removing the lock can be found in options.
Lock picking mechanic and breaking into houses: - Failed break-in attempt can result in an angry dweller coming out of the house:
- New house landmarks and interior randomization improved. - 3 types of interior cellar entrances: Reinforced hatch, regular hatch and secret hatch
- Two types of wilderness cellar entrances.
- New randomized cellar, windmill and farm interiors. - All Western Province houses connected with road and functional door. - Distance field accuracy increased 9x which allows for tighter landmark and road fitting: (The target is to fit all locations into one map)
Hard Ogre's heart hidden in the world.
Sleep mechanic improved - you can now sleep until a specific time at the campfire. (The next update will make sleeping replenish health as well)
Treacherous minefields and bomb disarming mechanic: Also effective for leading enemies into them...
Town of Fortuna improvements: - Cathedral, east and north sides polished: - Cathedral Cellar: - Adventurers' Guild polished and separated into its own landmark: http://i.imgur.com/ZpvhzgL.png
Several other landmarks polished: - Barry's Field - Castle Small - Elven Citadel - Goblin Cathedral - Mertusk Treasure - Old Path
New graveyard landmarks.
New monk props.
Ammo indicators for ranged weapons.
New shaders: rim light, eye and ghost.
Characters with "signature animations" can look at the player. (Blacksmith, Witch etc.)
Bunch of new inventory icons.
Wind effect for all leaves and godrays improved:
New objects and foliage. Several objects polished.
Dialogue box text formatting fix.
Dozens of other minor tweaks and fixes.
Hardland has it's own twitter account which automatically fetches development screenshots. Check it out: twitter.com/hardland_rpg
New starting location at the border of random generated and handmade content:
Forest spawner system part I: It spawns forests, flowers, wheat fields and sunflower fields around roads. (House, healing altar and camp lights can be seen from far away to aid the navigation at night)
Enemy spawners in landmarks and along roads.
Improved landmark placement using distance fields. (the actual distance field)
(how it looks from landmark's point of view)
Lots of other procedural generator improvements.
Road generation has received much more attention: - Roads can spawn houses along itself. - Each landmark decides what kind of road connects to it. For example you have a higher chance of encountering elves if you're traveling to Elven Citadel. Road leading to Goblin Forest spawns lots of goblins etc. - The road keeps itself horizontally level so it's easier for the player to walk on it: (In theory NPC's should be able to walk pretty much any road, though the AI navigation might still get stuck sometimes)
Big random generator optimizations to get this new more advanced system to run fast enough.
Very long distance terrain shadows. (Regular objects can't cast these type of shadows but they can be shadowed by these)
Multiple save game slots.
New ranged weapon aiming mechanics. Holding the left trigger (right-click on a mouse) moves the camera to the over the shoulder aiming view. (See this earlier announcement post for GIFs)
Blunderbusses, Pistols and Crossbows have their own unique carrying and aiming animations:
Several body armors which can be switched:
Falling from heights can kill.
Melee hit detection improved.
Boss variants of wolves and wild dogs:
Several unique armor variants for NPC's.
Several new tree objects.
New merchant guard.
Handmade landmarks have received more polish.
More characters moved to random generators.
Ground spawning animations for several characters.
Several new world generator nodes: Dilate, Shrink etc.
Distance based generation of terrain tiles. (faster)
New Temporal AA adapted from Playdead's wonderful game Inside.
New better quality and faster bloom effect.
Screen-space reflection quality improved.
Additional distance culling system.
More seamless day and night cycle.
Generation seed is displayed.
Tons of small improvements and bug fixes.
This update went through a pretty long testing period, thanks everyone who helped!
What's coming next:In Release 22 forest spawner will get another big feature. It gains the ability to spawn forests anywhere on the map and also bring much more advanced blue noise based hierarchical object spawning to replace the grid jitter algorithm.
This image explains how part of it works:
Each small image depicts the same forest. Spawning stars from the first row and advances left to right. White dot's represent succesfull spawning and gray dots were rejected due to lack of space or proximity to other existing objects. I won't go it into specifics of all the little details but the end result is much more natural forests. In several places the procedurally generated content is starting to produce more beautiful results than the handmade landmarks.
New starting location at the border of random generated and handmade content:
Forest spawner system part I: It spawns forests, flowers, wheat fields and sunflower fields around roads. (House, healing altar and camp lights can be seen from far away to aid the navigation at night)
Enemy spawners in landmarks and along roads.
Improved landmark placement using distance fields. (the actual distance field)
(how it looks from landmark's point of view)
Lots of other procedural generator improvements.
Road generation has received much more attention: - Roads can spawn houses along itself. - Each landmark decides what kind of road connects to it. For example you have a higher chance of encountering elves if you're traveling to Elven Citadel. Road leading to Goblin Forest spawns lots of goblins etc. - The road keeps itself horizontally level so it's easier for the player to walk on it: (In theory NPC's should be able to walk pretty much any road, though the AI navigation might still get stuck sometimes)
Big random generator optimizations to get this new more advanced system to run fast enough.
Very long distance terrain shadows. (Regular objects can't cast these type of shadows but they can be shadowed by these)
Multiple save game slots.
New ranged weapon aiming mechanics. Holding the left trigger (right-click on a mouse) moves the camera to the over the shoulder aiming view. (See this earlier announcement post for GIFs)
Blunderbusses, Pistols and Crossbows have their own unique carrying and aiming animations:
Several body armors which can be switched:
Falling from heights can kill.
Melee hit detection improved.
Boss variants of wolves and wild dogs:
Several unique armor variants for NPC's.
Several new tree objects.
New merchant guard.
Handmade landmarks have received more polish.
More characters moved to random generators.
Ground spawning animations for several characters.
Several new world generator nodes: Dilate, Shrink etc.
Distance based generation of terrain tiles. (faster)
New Temporal AA adapted from Playdead's wonderful game Inside.
New better quality and faster bloom effect.
Screen-space reflection quality improved.
Additional distance culling system.
More seamless day and night cycle.
Generation seed is displayed.
Tons of small improvements and bug fixes.
This update went through a pretty long testing period, thanks everyone who helped!
What's coming next:In Release 22 forest spawner will get another big feature. It gains the ability to spawn forests anywhere on the map and also bring much more advanced blue noise based hierarchical object spawning to replace the grid jitter algorithm.
This image explains how part of it works:
Each small image depicts the same forest. Spawning stars from the first row and advances left to right. White dot's represent succesfull spawning and gray dots were rejected due to lack of space or proximity to other existing objects. I won't go it into specifics of all the little details but the end result is much more natural forests. In several places the procedurally generated content is starting to produce more beautiful results than the handmade landmarks.
It's been awhile since the last update, here's information of what's coming next:
New ranged weapon aiming mechanics. Holding the left trigger (right-click on a mouse) moves the camera to the over the shoulder aiming view.
Blunderbusses, Pistols and Crossbows have their own unique carrying and aiming animations. Even though the ranged weapons are powerful they're balanced by limited ammo.
AI villagers and guards behave in a more fun way to surrounding player inflicted mayhem. The first strike won't make them attack you, though they will warn you to not do it again. Then if you strike them again they'll attack you or flee and call for help.
Road generation has received much more attention.
NPC's have an easier time walking on the roads as they're not too steep anymore - which makes a few important quests possible to complete. Here's some making of shots from along the road:
Support for Minigore 2 (our dual-stick shooter game) style enemy spawners. The system checks with bounding boxes if there's enough room to spawn characters in a specific spot, surprisingly hard problem to solve with a good performance in a procedurally generated 3d game.
Falling from heights can damage or kill the player or NPC's. Though it is rumored that a soft landing with a chicken is possible... Though I wouldn't try it, NOPE, never!
Day and night cycle improved further. [check the GIF at top]
Long distance terrain shadows. In practise that means the terrain shadows will be visible at 2000 meters compared to the earlier 120 meters with Ultra Settings. Maybe it's better to show this one with an image comparison as well:
Temporal Anti-Aliasing, Godrays and Bloom have been largely redone.
Also plenty of location and gameplay polish.
It shouldn't take too many days until the update is ready to roll!
It's been awhile since the last update, here's information of what's coming next:
New ranged weapon aiming mechanics. Holding the left trigger (right-click on a mouse) moves the camera to the over the shoulder aiming view.
Blunderbusses, Pistols and Crossbows have their own unique carrying and aiming animations. Even though the ranged weapons are powerful they're balanced by limited ammo.
AI villagers and guards behave in a more fun way to surrounding player inflicted mayhem. The first strike won't make them attack you, though they will warn you to not do it again. Then if you strike them again they'll attack you or flee and call for help.
Road generation has received much more attention.
NPC's have an easier time walking on the roads as they're not too steep anymore - which makes a few important quests possible to complete. Here's some making of shots from along the road:
Support for Minigore 2 (our dual-stick shooter game) style enemy spawners. The system checks with bounding boxes if there's enough room to spawn characters in a specific spot, surprisingly hard problem to solve with a good performance in a procedurally generated 3d game.
Falling from heights can damage or kill the player or NPC's. Though it is rumored that a soft landing with a chicken is possible... Though I wouldn't try it, NOPE, never!
Day and night cycle improved further. [check the GIF at top]
Long distance terrain shadows. In practise that means the terrain shadows will be visible at 2000 meters compared to the earlier 120 meters with Ultra Settings. Maybe it's better to show this one with an image comparison as well:
Temporal Anti-Aliasing, Godrays and Bloom have been largely redone.
Also plenty of location and gameplay polish.
It shouldn't take too many days until the update is ready to roll!
Up to 40% faster generation time thanks to multi-threading via OpenMP.
ALL TEXTURES RECOMPRESSED
Everything looks nicer and actually uses less memory. The effect is most apparent on normal maps. Especially on metal surfaces as demonstrated here:
Smooth surfaces like skin also look better: That would be 2148 textures in total which have received an upgrade. We're using an awesome lib called Crunch to do the texture compression.
More robust animation blending system.
First strike on an unexpecting character will stagger them giving the player an advantage in combat.
Unique walking and shooting animations for Rotten Merchant.
Reliable water traversal effects for player and NPC's.
Slower heavy weapon strike for player.
Added spears to the random generator.
Ice sliding gameplay:
Moon in the sky during night. (it would be nice if it followed a circular trajectory)
Low and medium settings performance should be much better.
Fixed a bug where seeing a large number particles at once would always crash the game.
Fixed a bug where large chunks of terrain were sometimes missing.
Fixed some sound bugs.
Secret landmark...
ABOUT SHADOW MAPS
Even though Hardland model normals are quite precise there's other kinds of visual artifacts which can and will happen. One of them is this precision issue with shadow maps: http://i.imgur.com/KeRf6NG.gif
It happens because the shadows start casting too near to the surface. The opposite of shadow acne is peter panning where shadows start casting too far away from the surface.
Here's a demonstration: Just remember that good depth bias settings are between Peter and Acne :)
Up to 40% faster generation time thanks to multi-threading via OpenMP.
ALL TEXTURES RECOMPRESSED
Everything looks nicer and actually uses less memory. The effect is most apparent on normal maps. Especially on metal surfaces as demonstrated here:
Smooth surfaces like skin also look better: That would be 2148 textures in total which have received an upgrade. We're using an awesome lib called Crunch to do the texture compression.
More robust animation blending system.
First strike on an unexpecting character will stagger them giving the player an advantage in combat.
Unique walking and shooting animations for Rotten Merchant.
Reliable water traversal effects for player and NPC's.
Slower heavy weapon strike for player.
Added spears to the random generator.
Ice sliding gameplay:
Moon in the sky during night. (it would be nice if it followed a circular trajectory)
Low and medium settings performance should be much better.
Fixed a bug where seeing a large number particles at once would always crash the game.
Fixed a bug where large chunks of terrain were sometimes missing.
Fixed some sound bugs.
Secret landmark...
ABOUT SHADOW MAPS
Even though Hardland model normals are quite precise there's other kinds of visual artifacts which can and will happen. One of them is this precision issue with shadow maps: http://i.imgur.com/KeRf6NG.gif
It happens because the shadows start casting too near to the surface. The opposite of shadow acne is peter panning where shadows start casting too far away from the surface.
Here's a demonstration: Just remember that good depth bias settings are between Peter and Acne :)