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End of Year update!

Hello everyone! As always, wed like to say a huge thank you to our amazing community. We know weve been a bit quiet on the updates front lately. Hopefully this dev blog will help explain why. So, the best place to start would be to show not tell. Thanks to Jesse-Delta for his great work on the showcase. [previewyoutube=kiUX7JfIToQ;full][/previewyoutube] Please see as follows for a showcase of our recent progress; Over the last few months, the three main areas of development have primarily been: -The swap from Unreal Engine 4 to Unreal Engine 5 -The total animation overhaul -Creation of the new 4x4km map with new biomes. One of the reasons weve been a bit short on news, is we didnt want to be one of those teams screaming about how Unreal Engine 5 will solve all of our problems. While a great tool, nothing in game design is ever that easy. In our case we did a lot of estimating what could be useful from the new systems which are available to us now. Then it was a matter of when to do the swap over, our logic is it's better to do it now when we are in alpha instead of later as it would be more time consuming and riskier. Ive asked if Mr. Z could prepare a more skilled explanation of the physical effects from the swap over. There have been various new developments since the last time we spoke. Many systems changes and optimizations have been made to allow for a giant open world map, mocap work is full swing, and UE5s new features are being fully utilized now. As some may have noticed, a new survival map was briefly tested to iron out all the issues of scaling up to larger map sizes. I may have jumped the gun a bit with the map as I ended up making it 8x8 kilometers. Its good to test a bigger than expected map as our final survival map is around 4x4 km so this gives us quite a bit of breathing room. Lots of systems had to be changed for this to work, including the ingame map menu, the way resources are populated in the world, additional systems for placing points of interest in the map, and on a more boring note plenty of code had to be optimized or rewritten for this to work. It was quite a time consuming ordeal but Im glad weve taken care of all the large obstacles for the final survival map to be technically feasible. Alongside this work, we have also gone into full production with the new mocap animations for the characters. Weve been quite busy with retargeting all the motion capture animation data to our character and getting them into the game itself. Lots of work had to be done on the animation controller to support a wider array of animations. Where it stands right now is were part way through implementing the Longsword animations, so hopefully it wont be too long until we can have at least one animation set using fully motion captured animations. Motion capture is a very lengthy process but were confident with this type of workflow now and were very excited to get these animations finished and in our backers hands. The switch to Unreal 5 has been fully completed, meaning were using all the new systems weve intended to utilize and the legacy systems have been fully removed. What are these systems you may ask? For starters weve fully switched over to Chaos Physics, which is the new physics engine for Unreal 5 that allows for a higher degree of complexity in destruction physics. Were also now fully using World Partition, which is a new feature that allows us to build substantially larger game levels while still maintaining good performance. Another important feature were using is Lumen, which is a next generation lighting engine for the game. It has done wonders for the look of the game, especially with how much better the armors look in real lighting now. Finally, were also using Nanite, which is another next generation feature, what it does in effect is it makes LODs (Level of Detail) models obsolete, by removing the jarring transition of models to lower detail ones thats plagued 3d video games since the first days. 2024 will be a very productive year for us going forward, were making very rapid progress on the game, but it is a big game to make especially for only a handful of developers working on it. As weve seen time and time again theres no use in rushing out an unfinished game just to get it in peoples hands quickly. So well give a proper release date when were confident we can actually deliver a game were proud of. Well have more regular updates coming in the near future as we move past the transition to UE5 including more words from Mr. Z Ive also asked if KZ could prepare a short note for you folks explaining in detail his side of stuff a bit more. It should be noted while a team effort, what youve seen in the above showcase is largely the result of KZs hard work. The last few months have seen significant progress on the art front. A lot of work has been done to establish a strong foundation for the new year. Essentially, much time has been dedicated to developing the new map. This endeavor has presented substantial challenges, considering it's no longer a small map; it's a world. Nevertheless, we are making good progress. We began by designing how we wanted to shape the world itself and envisioned all the interactions across the map that we would like to see or open up possibilities for. Our approach prioritized function before form. From the ground up, we designed additional biomes to give the world a more rounded feel. A big challenge was to design the transitions between biomes, but a lot of thought was put in, and tests were conducted, and I think we got there on the feeling of traveling seamlessly through the biomes while still feeling inline.

We have expanded from one biome to nine, including Meadows, Forests, Swamp, Snowy Fields, Snowy Mountains, Steppes, Arid, Canyons, the Desert, Beaches, and rivers to break it all up. Safe towns have been developed for some of the major biomes, and while these are still being fleshed out, they are mostly completed.

Specifically, there is a big castle with a town and port included in the Meadows biome, a Norse Village in the mountains, a Steppes village, and finally, a Desert Town. Lastly, a lot of thought and work have been put into the placement of Points of Interest to keep players entertained with plenty to explore and fight over.

Fortunately, the new biomes have accommodated this effort and will introduce biome-specific Points of Interest, adding more intrigue to different parts of the world. Hopefully well have some more of KZs work to show off for you soon! Alongside all the topics Mr. Z has discussed, one main goal for the new year is to get organized weekly wipes going again as soon as possible. Weve had to put regular testing on hold for the UE 5 swap. This means we can start to rebuild the weekly population on servers across the major regions of our backers. Wed like to thank everyone again for their patience with the lack of activities and low pop over the last little while. Its an area weve keenly aware of and hope to address quick smart. Well also hopefully have some more flashy news for you folks in the new year as we start to see the results of our recent work. Again, folks from our entire team, thank you so much for your amazing support this year. The last 3 months (and this entire year honestly) have been tough but your enthusiasm and kindness are one of the main things keeping us going. We hope to have some good results to make you proud soon! Thanks again and till next time Ashur


[ 2023-12-31 01:53:39 CET ] [ Original post ]



Renown
RDBK Studios
  • Developer

  • RDBK Studios
  • Publisher

  • 2022-2023
  • Release

  • Indie Adventure Simulation Multiplayer
  • Tags

  • Game News Posts 82  
    🎹🖱️Keyboard + Mouse
    🕹️ Partial Controller Support
  • Controls

  • No user reviews

    (0 reviews)


  • Review Score

  • https://www.rdbkstudios.com/
  • Website

  • https://store.steampowered.com/app/1488310 
  • Steam Store

  • Renown takes the most enjoyable and popular aspects from contemporary open-world survival games which include Building, Progression and Social Politics. These are then combined with close quarters, skill-based combat to create an immersive and engaging multiplayer experience. 

    Combat
    The combat system functions with a set of easy to learn, hard to master fighting mechanics. The system is also built so that it is very easy to understand, allowing new players to easily learn the basics. As players become comfortable with the system, their developing level of skill becomes a major source of enjoyment.



    Building
    The building system uses an easy-to-understand and deploy method. This allows for greater depth when creating both small and large castle or village-type structures. From a small house with only a door, players expand into fully customized castles, creating structures truly unique to the person's ability and experience.



    Raiding
    The raiding system represents the pivotal activity that all types of players can undertake in-game. What’s the point in building a great castle if you can’t level someone else's to the ground. In a way the players are always in an “Arms Race” to see who can build the strongest, smartest, and most awe-inspiring structures. We want to provide you with just as awe-inspiring weapons, siege engines and all the utilities required for an ongoing medieval war. 



    Gathering



    Crafting




    Key Game Features:
    • Fast-paced medieval survival with a strong emphasis on melee combat. 
    • From building humble farms to huge fortresses, the choice is with the player. 
    • A focus on horses, carts, and cavalry warfare. 
    • Custom armor system that deflects ranged attacks. 
    • Group systems for making Claims, taking titles, giving ranks and more.
    • Server Progression and Wipe systems, for an engaging and vastly replayable experience. 
    • Tools for Community Hosts to help tailor their servers. Future plans for extensive moddability.
    • Functioning Combat Alpha waiting for players
    GAMEBILLET

    [ 5951 ]

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    33.19$ (17%)
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    4.95$ (17%)
    11.99$ (20%)
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    2.13$ (79%)
    6.74$ (55%)
    3.75$ (62%)
    1.46$ (89%)
    4.0$ (75%)
    0.83$ (92%)
    0.68$ (92%)
    3.4$ (83%)
    1.88$ (81%)
    12.0$ (70%)
    6.0$ (85%)
    16.74$ (33%)
    3.0$ (70%)
    15.99$ (20%)
    3.0$ (80%)
    0.75$ (92%)

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