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Devlog #8 - New skills, effect optimizations and game design!
Almost every special effect you see in the game, such as explosions, trails, slashes are made out of multiple particle systems. We can create really cool visual effects with them, however they can really become a hit to performance. Fellipe, one of our programmers has come up with a cool solution: normally if you want to play the same effect in two different positions, you will have two separate particle effects, one in each position, doing their own thing. However, there is a way that we can essentially play just one effect, in two (or many) different positions at the same time. When you are talking about 1 or 2 particle effects this wont make much of a difference, but when you are talking about thousands of arrows hitting enemies such as in Storm of Arrows we can convert literally dozens of thousands of particle systems into a single one that is played thousands of times, allowing Unity to perform additional internal optimizations to their rendering and processing. Check out the difference it makes with the two videos below: Before [previewyoutube=mZlXrbOzm3s;full][/previewyoutube] After [previewyoutube=-TugJeAsnNM;full][/previewyoutube] With the new changes, we have one single Particle System, and every time we need to play said effect, we can do so a lot more efficiently without changing anything in the visuals of said effects.
Juan and Lucas have been working on a new projectile type, which we are internally calling swarming projectiles. Check out this video of the new projectile type in action! The skill in the video uses placeholder visuals but you can expect it to make an appearance very soon! [previewyoutube=et_q6V9VZIk;full][/previewyoutube]
If you are a game developer or just interested in how the sausage gets made, this section will certainly be interesting to you. As you may know, we currently support 3 versions of the game: Full, Prologue and the Demo. For each of these versions, we currently support 3 platforms: Windows, Mac and Linux. This means that we often have to make 9 builds of our project to test everything before submitting it to Steam. Each of these builds have a different set of configuration parameters. Needless to say, making a batch of builds is not only time-consuming but also error-prone. To solve this issue, weve recently developed an internal build tool to help us manage and automate this process:
With this tool we are now able to configure and build many builds all 9 configurations in fact at once, with just one click. The tool takes care of the game configuration for the given flavor, distribution channel and flags. If you are interested in more behind-the-scenes stuff, do let us know, wed love to share more of this stuff with you!
We thought it would be really cool to show the really simple sketch we made in our initial design discussion of how the Unholy Cathedral boss and fight would work. We gather the team together and we start throwing ideas out, thinking of how the arena must be shaped, how skills interact with each other, how the boss skills will interact with the different void hunters (such as the Death Knight that doesnt have dodge) and then we start pulling back and filtering into mechanics that seem like will work well together! Check out the beautiful art below by Allan, our not artist! (please dont bully us for our amazing drawing skills =P and don't mind the Portuguese!)
This was all we had for today folks! Hope you enjoyed what we had to show. Keep an eye out for news, it might be worth your while... Let us know what you would like us to talk about next! We hope you all have a lovely day or night,
~Soulstone Team
[ 2024-10-11 17:00:23 CET ] [ Original post ]
Welcome to another Soulstone Survivors devlog! Today we got some cool stuff to share with you about performance but also about how we work together as a team, so if you are curious about game development this might be a cool one for you!
As we get progress further into development, we also invite you to sign up to our new mailing list and be among the first to find out when its released!
Reducing quantity of particle systems
Almost every special effect you see in the game, such as explosions, trails, slashes are made out of multiple particle systems. We can create really cool visual effects with them, however they can really become a hit to performance. Fellipe, one of our programmers has come up with a cool solution: normally if you want to play the same effect in two different positions, you will have two separate particle effects, one in each position, doing their own thing. However, there is a way that we can essentially play just one effect, in two (or many) different positions at the same time. When you are talking about 1 or 2 particle effects this wont make much of a difference, but when you are talking about thousands of arrows hitting enemies such as in Storm of Arrows we can convert literally dozens of thousands of particle systems into a single one that is played thousands of times, allowing Unity to perform additional internal optimizations to their rendering and processing. Check out the difference it makes with the two videos below: Before [previewyoutube=mZlXrbOzm3s;full][/previewyoutube] After [previewyoutube=-TugJeAsnNM;full][/previewyoutube] With the new changes, we have one single Particle System, and every time we need to play said effect, we can do so a lot more efficiently without changing anything in the visuals of said effects.
New Projectile Type
Juan and Lucas have been working on a new projectile type, which we are internally calling swarming projectiles. Check out this video of the new projectile type in action! The skill in the video uses placeholder visuals but you can expect it to make an appearance very soon! [previewyoutube=et_q6V9VZIk;full][/previewyoutube]
Build Tools
If you are a game developer or just interested in how the sausage gets made, this section will certainly be interesting to you. As you may know, we currently support 3 versions of the game: Full, Prologue and the Demo. For each of these versions, we currently support 3 platforms: Windows, Mac and Linux. This means that we often have to make 9 builds of our project to test everything before submitting it to Steam. Each of these builds have a different set of configuration parameters. Needless to say, making a batch of builds is not only time-consuming but also error-prone. To solve this issue, weve recently developed an internal build tool to help us manage and automate this process:
With this tool we are now able to configure and build many builds all 9 configurations in fact at once, with just one click. The tool takes care of the game configuration for the given flavor, distribution channel and flags. If you are interested in more behind-the-scenes stuff, do let us know, wed love to share more of this stuff with you!
Behind the scenes of Mhthaeus Design
We thought it would be really cool to show the really simple sketch we made in our initial design discussion of how the Unholy Cathedral boss and fight would work. We gather the team together and we start throwing ideas out, thinking of how the arena must be shaped, how skills interact with each other, how the boss skills will interact with the different void hunters (such as the Death Knight that doesnt have dodge) and then we start pulling back and filtering into mechanics that seem like will work well together! Check out the beautiful art below by Allan, our not artist! (please dont bully us for our amazing drawing skills =P and don't mind the Portuguese!)
This was all we had for today folks! Hope you enjoyed what we had to show. Keep an eye out for news, it might be worth your while... Let us know what you would like us to talk about next! We hope you all have a lovely day or night,
~Soulstone Team
[ 2024-10-11 17:00:23 CET ] [ Original post ]
Soulstone Survivors
Game Smithing Limited
Developer
Game Smithing Limited
Publisher
2022-11-07
Release
Game News Posts:
91
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
🎮 Full Controller Support
Very Positive
(19396 reviews)
Public Linux Depots:
- [1.61 G]
Soulstone Survivors is an action roguelite where you slay hordes of foes and face titanic bosses while learning powerful skills to enhance your character. Play as a Void Hunter, and with the spoils of every match craft weapons, unlock new characters, upgrade your skill tree and equip new runes, all in your quest for godlike powers.
With deep RPG mechanics intertwined with Roguelite elements, Soulstone Survivors offers a condensed, yet deep Action RPG experience:
We have prepared the roadmap below which outlines what to expect as the game evolves:
We are a tiny team that chose to stay independent and continue developing a game we love and would like to thank you very much for your attention and interest, and to all our existing community for all the help so far, we wouldn't be here without you!
With deep RPG mechanics intertwined with Roguelite elements, Soulstone Survivors offers a condensed, yet deep Action RPG experience:
- Explore almost 150 unique Active Skills (and growing!);
- Unlock and play with 14 Characters, with many more to come;
- Experiment with hundreds of Passive Skills and Runes to customize your characters;
- Progress through the Skill Tree with your Soulstones;
- Face and defeat powerful Bosses;
- Choose Curses that increase your challenge in interesting ways;
- Overcome extreme challenges to craft legendary weapons;
- Complete dozens of achievements and unlock new powers;
We have prepared the roadmap below which outlines what to expect as the game evolves:
We are a tiny team that chose to stay independent and continue developing a game we love and would like to thank you very much for your attention and interest, and to all our existing community for all the help so far, we wouldn't be here without you!
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