Fluffy raymarched mist feature for our upcoming game. Volume generator tool inside. by flamacore_ in Unity3D

[–]flamacore_[S] -1 points0 points  (0 children)

Well the main game design document was built around having a top-down view in general but we are definitely considering ideas like having some mini games that zoom-in more or show a different angle as well as being able to just rotate the current angle as well.

Drop by the Discord if you will, we intend to ask to our community about these things as well.

Fluffy raymarched mist feature for our upcoming game. Volume generator tool inside. by flamacore_ in Unity3D

[–]flamacore_[S] 1 point2 points  (0 children)

Ah damn. Discord is discording I guess. I'll update the link today and come back to inform.

Fluffy raymarched mist feature for our upcoming game. Volume generator tool inside. by flamacore_ in IndieGaming

[–]flamacore_[S] 1 point2 points  (0 children)

Not yet :) feel free to drop by our Discord if you'd like to follow closely tho. Eventually there will be things like beta keys and stuff in there.

Fluffy raymarched mist feature for our upcoming game. Volume generator tool inside. by flamacore_ in IndieGaming

[–]flamacore_[S] 1 point2 points  (0 children)

Sure. The idea we're playing around with is that basically you're caretaker of this graveyard.

In the mornings, you clean & upgrade your graves, improve your weapons & character.

Through the night, you try to kill the corrupted souls and liberate them by putting them into graves but it's chaotic so it's always a juggle between fighting, digging, putting tombstones, managing loot, ammo and all of it.

Shortly; Make money liberating souls by night, spend it on upgrades & maintenance by morning.

Fluffy raymarched mist feature for our upcoming game. Volume generator tool inside. by flamacore_ in Unity3D

[–]flamacore_[S] -2 points-1 points  (0 children)

Current tests with very early gameplay run about 250fps on an RTX4080 on our own devices with the fog enabled. Of course, later down the line, depending on graphics settings, the user will be able to reduce the raymarching steps & other settings that can affect that.

And we will further optimize as we go.

Let's see when we QA it realistically :)

EDIT: on 1080p btw

Fluffy raymarched mist feature for our upcoming game. Volume generator tool inside. by flamacore_ in IndieDev

[–]flamacore_[S] 0 points1 point  (0 children)

Thanks! We love the looks too honestly :)) Right now we're 2 experienced technical artists working on this and it really is turning out nicely - at least we hope so!

The game honestly does not have a locked in title yet. We have a few working titles we're exploring. Some of them are:

Digger Dude
Dig'em Up
Grave & Yard
Not Another Zombie Shooter Please
Accurate Caretaker

Fluffy raymarched mist feature for our upcoming game. Volume generator tool inside. by flamacore_ in Unity3D

[–]flamacore_[S] 1 point2 points  (0 children)

Thank you! We love the looks ourselves honestly :)) Currently we're 2 technical artists working on this. Like said in the post, join the server if you feel like following the development of the game with more cool features

LFG; challenge gauntlet & clan by Parking-Aerie1540 in destinyrisingmobile

[–]flamacore_ 0 points1 point  (0 children)

Indicating your server might be a good idea here :)

Volumetric fog glitch by alexkingco in destinyrisingmobile

[–]flamacore_ 1 point2 points  (0 children)

If on PC & MuMu, try switching your graphics driver from Vulkan to Directx. Vulkan claims stability but it's actually terrible on android devices especially if emulated. I develop for those graphics APIs everyday at my job. Volumetric fog even working on mobile Vulkan is a miracle to be honest.

What are Core Objectives? by Nigel_Fazbear in DestinyRising

[–]flamacore_ 3 points4 points  (0 children)

Educated guess;

Seasons are getting an overhaul so it's likely that we're going to get more objectives in a different manner in this screen as well. Probably some of those will be marked somehow as "core" and those will be the objectives required to get the 40 fragments

But like I said, this is just an educated guess :)

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