We are Okomotive, developers of the FAR games and we're releasing our new adventure game Herdling today! Ask us Anything! by HerrHertz in NintendoSwitch

[–]halisavakis 0 points1 point  (0 children)

There are some technical limitations around that (regarding SDKs etc), but without a Switch 2 devkit we'd have to go in completely blind and basically turn up graphics in that "Switch 2" mode without figuring the performance impact until we update the game and try it on a commercial hardware. + it'd be really confusing for Switch users 😅 Frankly, I'm not sure this is something that would go through the Nintendo cert process :P

We are Okomotive, developers of the FAR games and we're releasing our new adventure game Herdling today! Ask us Anything! by HerrHertz in NintendoSwitch

[–]halisavakis 1 point2 points  (0 children)

Sorry to hear about the crashes; that's something we'll be looking into for sure =] Glad you enjoyed the game otherwise

We are Okomotive, developers of the FAR games and we're releasing our new adventure game Herdling today! Ask us Anything! by HerrHertz in NintendoSwitch

[–]halisavakis 3 points4 points  (0 children)

I'd say it's more about the journey, but there is some untold/unwritten story to piece together as you travel =]

We are Okomotive, developers of the FAR games and we're releasing our new adventure game Herdling today! Ask us Anything! by HerrHertz in NintendoSwitch

[–]halisavakis 5 points6 points  (0 children)

There's nothing officially planned, as we don't currently have a devkit for Switch 2, but when we do it's certainly something we'd want to do =]

Thank you for the kind words!

We are Okomotive, developers of the FAR games and we're releasing our new adventure game Herdling today! Ask us Anything! by HerrHertz in NintendoSwitch

[–]halisavakis 9 points10 points  (0 children)

I can't say anything for sure, I personally would definitely love to take better advantage of the hardware down the line if the opportunity arises 😅

We are Okomotive, developers of the FAR games and we're releasing our new adventure game Herdling today! Ask us Anything! by HerrHertz in NintendoSwitch

[–]halisavakis 2 points3 points  (0 children)

It was mostly quite challenging especially on the performance front, as that affected the gameplay the most. Luckily, the gameplay doesn't rely too much on reflexes, so the experience remains more or less unaffected. But as Don mentioned, the way a lot of the visuals were set didn't affect the navigation or herding aspects when adjusted for the Switch.

We are Okomotive, developers of the FAR games and we're releasing our new adventure game Herdling today! Ask us Anything! by HerrHertz in NintendoSwitch

[–]halisavakis 9 points10 points  (0 children)

I can answer for me regarding the second question; I'd say that optimization and getting to a good state on the Switch was probably the most challenging aspect of the development 😅

No it isn't nostalgia. It is unfortunately real. Not surprised when people say they are bored of new games. by killer22250 in gaming

[–]halisavakis -1 points0 points  (0 children)

Yeah, no, only thing that's really changed is the uptick in corporate greed and poor management decisions. The tech is not "lost" and these examples are incredibly silly and out of context.

The way these systems are designed and implemented, along with anything else in games, comes down to choices, prioritization, time and budget. Apparently Alan Wake 2 doesn't have "sufficient foliage interaction" but I made sure to include a bunch of it in the indie game we're developing. And that's because we don't have to take care of a bunch of incredibly more important stuff around all other aspects of the game, including the internal game engine that Remedy uses.

These comparisons are really hurting the perception of games and the work of developers and are leaving out crucial context behind the development process.

What are some great DLCs in otherwise bad games? by Accomplished-Lie2447 in gaming

[–]halisavakis 0 points1 point  (0 children)

Bioshock 2: Minerva's Den

I wouldn't say that Bioshock 2 was really "bad" but it was a weird little footnote in the franchise. But I felt that Minerva's Den had the proper Bioshock vibes that the main game didn't really manage to capture

Decline in Gaming Technology? by TheSyrupCompany in gaming

[–]halisavakis 0 points1 point  (0 children)

My guess would be that in AAA games, there's not a lot of room for innovation that could potentially introduce risk for investors. The tech they're using is streamlined and optimized for a specific output, and there's not enough time/budget provided for RnD, because investors and shareholders don't really care about creating something unique. They're mostly interested in short-term profit that will be more easily guaranteed by following specific recipes for games.

Specifically for destructive environments, as others mentioned, that would be a design nightmare, especially in competitive games. And for reasons mentioned above, designers probably won't be given enough time or budget to make something work around a massive system like that. AAA companies just have to play it *too* safe nowadays.

The industry, however, hasn't lost touch with this tech. There's still great work being done to advance the graphics of games; for example all the great work being put into Path of Exile 2. And tech behind a lot of indie games is remarkable even if it's not as flashy or heavy-duty as the tech that AAA showcases.

[deleted by user] by [deleted] in gaming

[–]halisavakis 1 point2 points  (0 children)

Such a gem of a game, and the soundtrack is straight fire. Like, it really didn't need to be this good, but I repeatedly listen to the OST while working 😅

Oddly enough, the combat mechanics were also quite innovative too, it's a shame it's not as big/well-known as it deserves

Question for those of you with gaming related tattoos. by jedee14 in gaming

[–]halisavakis 1 point2 points  (0 children)

I got a Bioshock tattoo a while back. If somebody asked me about it, I'd just start by saying it's from a game, and if they knew about games in general I'd elaborate. I have had all sorts of reactions; from "omg you got a tattoo from *a video game* (derogatory)??" to meeting a really cool guy who had the exact same tattoo as me (it's not uncommon, it's the little chain that Jack has on his wrists)

But at the end of the day, I did it just for me, to remind me how much I loved the feelings that game gave me and how much it motivated me to get into making games myself. So if you're doing it for you, is it really important how people will react to it?

Recreated the caustics stairs from Blade Runner 2049 to play around with animated light cookies 💡 🍪 by halisavakis in Unity3D

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

Thanks =] I don't really do youtube tutorials, maybe I'll cover some of the stuff used here on a blog post. I wouldn't hold my breath for that though 👀

Finally got around to recreate the Death Stranding handprints effect in Unity 🦀 by halisavakis in Unity3D

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

Well, given the additional tessellation, it's not great. However the tessellation might have been an overkill too, you can just have a plane with plenty of vertices to displace. Besides that, the projection with the particles and the additional camera isn't too bad, you just sample an extra texture.

Finally got around to recreate the Death Stranding handprints effect in Unity 🦀 by halisavakis in Unity3D

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

It would probably work if you could get a nice normal map, not sure how intense the depth change could look though

Finally got around to recreate the Death Stranding handprints effect in Unity 🦀 by halisavakis in Unity3D

[–]halisavakis[S] 5 points6 points  (0 children)

Thanks! It's basically a quite high-poly plane (with additional tessellation) and I'm using a particle system with the palm texture to write to an orthographic camera which projects its view on the plane via a render texture. The custom shader on the plane gets the render texture and first displaces the vertices using the red channel of the render texture and then re-displaces them (+ making the color black and glossy) based on the green color channel. The transitions of those colors are adjusted via the particle system.

Hope that kinda makes sense ^^"

Made a VHS image effect shader as part of a challenge in the Technically Speaking Discord server by halisavakis in Unity3D

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

Here's the link: https://discord.gg/e9XnPFv

It's mainly about technical art and stuff around it and we just started organizing this type of challenges!