So far, we have told you in general about the game, the main character, and presented a plot. Today we want to show you a few things from ...
Behind the Scenes
To spice things up a bit, we decided to share with you some interesting facts about game development. In Devlog # 3, we introduced you to the world of Rin through the process of creating one of the locations available in the game. We want to dedicate this post to this topic as well, but this time we will focus on the details and production elements of our title. We hope you will like this insightful post as well.
Many Things To Do
As you know, a lot of things are needed to create a game. Programming, animations, graphics... but also planning and execution of these ideas. The more complicated the gameplay is, the more mini-projects there are. One overall game design can change up to hundreds, if not thousands, of successive minor projects broken down into different components. (Not to mention the bugs and their fixes...)
Using the example of the plant assets we use to create and beautify available locations in Rin, we will present an example of one such process.
Plants
Plants are an example of a mini-project in our game, which we mentioned above. We use a lot of floral assets in RIN. So... how did it all come about?
In our designed locations, they simply could not be missing. Each place has its charm and character. And, each of these lands needed different types of vegetation. Without it, the areas would seem empty and devoid of life.
In the photo, you can see a water lily. It was one of the reference pictures for our lily asset. Mother Nature creates the best things, so it's hard not to get inspired by her when creating plant designs! Most if not every plant in our game was based on nature.
A similar process - searching for inspiration based on photos of naturally existing lands and greenery - was repeated many times. The reference pictures were therefore the basis for designing our locations and their details.
More Plants!
Each location in Rin's world received not only its graphic design but also lush, thematic vegetation.
Some of them are quite standard, for example, based on vegetation found in rainforests, steppes, or deserts. However, in the case of one of the lands - a thematic mix of space and the underwater world - we allowed ourselves more creative freedom.
Assets
In Rin, you can expect 5 different locations [related to 5 existing Aspects in Rin's World] - in each of them, you will meet many plants and their variants. So, how many exactly are there?
In one of the locations where the vegetation is the most abundant, we have a total of approx. 680 assets of flora (and location details like rocks) alone. From creeper plants to fern leaves, fancy flower puffballs, and so on. In contrast, in the Time, there are far fewer plants due to the desert nature of the place. We have designed only 570 assets for this location.
Fortunately, we didn't have to program or animate the plants in any way. [We are planning some ambient animations - If we make these plans real, we will describe them in one of the future devlogs!]. Plant assets were prepared to beautify and enliven the game world. Most of them are static pictures that we combined into a given scene after preparing the terrain. These assets you could see in the images above are game-ready and just need to be implemented in the game engine.
BUT. With so many plants (around 2500+), we had to find a solution that would make all this work more efficient. There were just… too many assets, and adding them to the map in the standard way was not a quick solution and could cause a huge headache.
To help ourselves, we developed an art tool we call Xochipilli. The way it works is quite simple, but it significantly improves the speed of all the hard work of decorating the area.
Our art tool - how it works?
The artist using the art tool first chooses one of the previously created asset palettes, e.g. flowers, stones, or trees. Palettes are also divided not only into asset types but also into game locations. It makes it easier for artists to start implementing the right and suitable objects at a given location. After selecting a specific palette, the art tool randomly selects one of the objects available. The artist can place this random object directly on a scene (on a path, or wherever else) perpendicularly or not, depending on the effect the artist prefers. An object can also be rotated or resized during placement.
However, this is not the only advantage of Xochipilla. The art tool also ensures that each placed object is correctly added to the folders and sorted in the scene files. Thanks to this, we avoid problems related to the organization of assets. We do not struggle with the mess of hundreds of props tossed everywhere.
Thanks to this tool we have much less manual work related to design implementation.
*/ Our developer is willing to describe the way the tool works in a more technical way, so we will definitely publish a separate post dedicated to this topic in the future.
The first Tournament Qualifier is done, and top 20 anglers have advanced to the Semi-Finals. Congratulations! The state of Michigan hasn’t seen a fishing party this hot in a long time. But the June 18th Semi-Finals at Blue Crab Island will be even hotter! And if you didn’t find your name on the list of winners, you still have time to register for the second Qualifier. It will take place tomorrow at Lake Sander Baggersee.
Hello Rafters! We are happy to announce that The Final Chapter is releasing on June 20! It’s by far our biggest update yet! New destinations, New playable characters, new enemies, more story and many new exciting features.
We have a trailer ready for you right now, have a look!
Ukko is representing Finland in our game; it is a shy and gentile reindeer. The noble friends of Santa Claus live on Lapland, a region to the north of Finland. The reindeer is not the national animal of Finland but we choose it to be in the game due to its serenity and because people admire them in general. There are many different species of reindeer all through the countries near the Artic Polar Circle; those species vary in size, fur and behavior. The reindeer is also the symbol of Christmas. If you are looking for its scientific name, Rangifer tarandus fennicus is what you are looking for.
Image by Uusijani
Alice Mattosinho is the artist responsible for the design and voices of the character; she shares with us her creative process for Ukko: “it is a serene animal, a counterpart for Guará, who shares some of Brazilian habits. I was looking for an animal that could bring that idea of a calm creature. It reflected also on the voice directing for both characters”. For the visual of Ukko, Alice told: “it was so cool to research all the variations of reindeer’s fur and, with that; I could try different possibilities for the concept art. The national animal of Finland is the bear, so I decide to use it on the clothes of Ukko with the colors of Finland’s flag, the white and the blue. To complete the visual, I choose to make Ukko hold a cup of coffee, because Finland has the highest index of coffee consumption per citizen in the world. It should be good drink for the cold temperatures".
Character Design by Alice Mattosinho
With Guará, Ukko is going to have an amazing adventure ahead. Many challenges await these two friends in the looking for understanding the connection between them. Join us on the next posts to learn more about the incredible story that we are creating.
Welcome back, Park Managers, to a new Species Field Guide!
In this series of articles we've been spotlighting some of the incredible prehistoric species from the Jurassic World Evolution 2: Dominion Biosyn Expansion. It's been a lot of fun looking at these different species, and we hope you've enjoyed them as well! Last time we shared more information about the gigantic Quetzalcoatlus, one of the largest flying reptiles of its time. It's truly an impressive species, one we're incredibly happy to have in the game. This week we're heading back down to ground level again to take a look at another feathered dinosaur, a massive herbivore with menacing claws: Therizinosaurus.
Therizinosaurus lived in Asia during the Late Cretaceous period, in what is now known as the Nemegt Formation. The first remains of Therizinosaurus were found in 1948 by a Mongolian field expedition in the Gobi Desert, where they uncovered the huge claw bones that gives the dinosaur its name. Since then, only a few fossilised remains have been found, but it's known that its claws are some of the longest claws of any animal ever discovered, earning it a name that means "Scythe Lizard".
A large dinosaurs, it's believed that Therizinosaurus could weigh up to 5000 kilograms while it was alive. Its claws are believed to have been used mainly to feed, pulling in any vegetation within reach, but the prominence and size of its claws also suggests that they may have been used as defense against predators. Therizinosaurus was likely a slow moving animal, making it difficult to run away from predators. Evidence then suggests that it was more likely to try and stand its ground and fight back when facing a predator.
When housed in your parks and facilities, this dinosaur is fiercely territorial and will not tolerate any other species within its enclosure. These dinosaurs dislike everything, and they won't be afraid to show it. In a fight they will use their claws as weapons, and can even take down carnivores if they feel inclined. You'll need to do some gene modifications to even have them consider sharing their enclosures with anyone.
Therizinosaurus' diet consists mainly of Ground Leaves, but they'll obviously also need water to drink. Beyond that, providing them with enough trees to hide in will usually keep them happy and satisfied.
We hope you've enjoyed this introduction to the Therizinosaurus! Will you bio-engineer them for your parks?
The Jurassic World Evolution 2: Dominion Biosyn Expansion is out now! Share your thoughts about the new DLC in the comments and let us know what you think. Don't forget to follow us on Facebook, Twitter, and Instagram for all things Jurassic World Evolution 2! You can also join the conversation with the rest of the community on our forums!
Stand against an army of demons in Horde, the next Game Mode featured as Brawl of the Week. Prove your team of four can defend the Great Hall from wave after wave of fearsome enemies. Survive as long as you can!
We’ve updated the free-to-play Legend rotation, including: Teros the Minotaur, Mako the Shark, and Bödvar – the viking who started it all!
Get ready to trek into an ancient forest where epic guardians await. Keep an eye out on http://brawlhalla.com/battlepass for the next Battle Pass Season 6 reveals!
Team up with 3 friends and defend the gates of the Great Hall against an army of demons! How many waves can you hold off? Do well enough and Gruagach might join the fight against you!
Horde Game Mode
4 players
Fight the waves of demons!
Survive and defend as long as you can!
Harness the power of the Jade Mask with the Xianxia Bundle! This limited-time pack includes:
The free-to-play Legend rotation for this week includes: Teros, Isaiah, Orion, Bödvar, Volkov, Val, Mako, Diana, and Petra.
Teros – This Minotaur is indifferent to the rules or intent of the Tournament, and instead, takes savage joy in all the battles while crushing his opponents with Axe and Hammer.
Isaiah – Major Isaiah Marshall, OEL’s special forces commander is at your service. He utilizes Cannon and Blasters with the help of his drone, equipped with a cloaking device and rockets at its disposal!
Orion – A revered warrior and champion, the mysterious armored knight uses Rocket Lance and Spear to battle his foes in the halls of Valhalla!
Bödvar – He is the Protector of the North and dreams of endless battle. Bödvar has broken down the doors to Valhalla himself and is ready to take down his foes with Sword and Hammer!
Volkov – The Vampire King of Batavia has unexpectedly found Valhalla and has brought his Scythe and Axe to battle.
Val – An android assassin with terrifying strength and quicker-than-light cognition, Val is a force to be reckoned with when utilizing her Sword and Gauntlets.
Mako – The ultimate apex predator from The Sea, Mako, with her Greatsword and Katars, aims to make fish meat out of her opponents in the Grand Tournament.
Diana – Commander of the Order’s hunters, she uses her Bow and Blasters to slay countless beasts and monsters.
Petra – Having been set free from Terminus, Petra sets her eyes on Valhalla with her Orb, Gauntlets, and Darkheart powers.
Fortune’s having a bonanza in NosTale! Between 16th June (11 AM) and 20th June (11 AM CEST), you can really rake in the goodies in NosTale with the following drop events:
Double Gold Drops: Defeat monsters during the event and receive twice the amount of Gold to spend on all those nice and shiny things!
Double Item Drops: Defeat monsters and potentially pick up twice as much loot as normal.
Polish up your armour, grab your weapon, summon your NosMate and scoop up these great rewards.
A little sneak peek for next week: We’ve got a killer update in store for you in Swords of Legends Online. Version 2.1 unravels more of the storyline in Shenzhou, bringing tons of new content, fun activities and plenty of action. Read on to find out what’s in store!
Update 2.1: Attack of the Biyouji!
The Story: Mysterious Intruders
Strange things are afoot in Shenzhou. Curious anomalies in the skies above Cloudrise suggest there must be a disturbance in space and time. Fortunately, the effects on Cloudrise have been relatively benign so far, and the Qin League has managed to discover the root of the phenomena together with the Dracos. It appears a huge biyouji has visited upon the Dragonstar District, breaking through the various realms.
Although the initial disturbance was soon brought under control, the problems haven’t stopped. The rifts between the realms have widened, allowing a large group of biyouji to infiltrate the Dragonstar District!
New Zones: Help the Dracos!
Dragonstar District
This is the busy Dracos’ place of work! They have created a portal allowing any hero willing to help to visit them. The Dracos have been overwhelmed by the situation, and need support dealing with the threat of the invading biyouji.
The Dragonstar District is the main hub for investigating and combating biyouji activity. All immortal heroes who come to their aid are requested to abide by the by-laws while visiting. In particular, please don’t feed the Dracos!
Realm of Light
The Realm of Light isn’t like the other demon realms. Most of the time, the skies here are crystal clear, with snow-topped mountain peaks visible in the distance. But not even this peaceful place has been spared the biyouji scourge. Reports are streaming in of attacks by these intruders. It’s up to you immortal heroes to put a stop to the biyouji onslaught before their actions can spread to other regions.
The Realm of Light has two levels: the upper level is known as the Peace Domain, while the lower level is the War Domain. These two domains don’t normally exist in the same moment of time, and have no influence on one another. But now a rift has opened allowing travel between the two planes, the problem being that demons from the War Domain are now appearing in the Peace Domain! The Dracos are counting on the aid of Shenzhou’s finest!
Game Improvements
In addition to the new content, you can expect to find some changes and new features in this update.
Revamped Raid Loot
The raids being introduced in version 2.1 will use a different system for apportioning loot. You’ll now be 100% guaranteed to get gear for each raid boss killed. The how and when you get your loot is much more predictable this way, making it much easier for you to gear up your hero.
Martial Artist
It takes time and practice to learn a class. To give you a helping hand on your path to true mastery, the update introduces the new ‘Martial Artist’ feature.
When you’re playing a class you’re not yet confident with, you can use the Martial Artist skill to quickly get to grips with your missions. At the same time, you’ll become more familiar with your class’s skills.
The Martial Artist becomes available once you have reached Student 2. You’ll find it in the bottom left corner of the Skills menu. Simply drag it to your quickbar to use it.
Please note that you’ll require a certain number of glyphs and Astral Blessings to use this ability. The skill is only there to pave the way to learning your class. If you already know the ins and outs of your class and skills, then using Martial Artist won’t be any match for your own abilities.
Sneak Peek
As ever, there’s plenty of new content for various aspects of the game. Here’s just a teaser of what you can look forward to:
* In addition to the two new zones, the first patch for this update will introduce two new instances: the Wild Demon Isle and Three-Legged Sea. * PvP fans can enjoy the start of a new season, including the Mirrorstone Cabin battlefield for the Battle of the Continents, and the Heavenly Waterfall PvP map. * Leisureland’s also getting some new content. Roll up your sleeves and get stuck into creating fine dishes in the World of Delicacies, or enjoy the landscape as you whiz around the maps with newly added flying competitions. * Plus look forward to a raft of cosmetic items to earn for your favourite activities, including a new version target outfit, plus cosmetic rewards for PvP season and Leisureland activities.
Learn More!
Want to learn more about the update? More details will be coming soon, explaining the various PvE and PvP features, so keep your eyes peeled for upcoming posts!
We have updated the PERISH Demo once more! Find a full changelog here:
Changes:
Basic enemies now attack less from behind
Ammo is now recovered by 25 ammospheres at each airlock and is no longer purchasable in the Pantheon shop. This is just a temporary workaround for now with a more robust ammo management system in the works
Enemies in earlier levels now drop more Danake to aid in acquiring Danake in the early-game
Reduced the damage of the Eos energy slice projectile
Added a more noticeable spawning sound for basic enemies
Ping is now rebindable
Fixes:
Fixed an issue where dagger count boost card would give clients +6 daggers instead of +3
Fixed an issue where you could select a card before all the cards have been revealed
Fixed an issue with the lodestone collection objective in the Pyristaktos Ravine with the objective text not updating when all lodestones were picked up
Added a failsafe to prevent losing item unlocks in rare occurrences
The throwing axe upgrade should now hit enemies much more reliably
Fixed an issue with the shop tutorial where loadout buttons were clickable, opening categories other than consumables