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DevLog Pre-Alpha 0.10.0 and future updates
One of the things our game engine was lacking up until now is modern rendering technique - Deferred Rendering. Most modern game engines use some form of it to bring players the image they see on their screens. You can learn a bit about differences between traditional Forward Rendering technology and Deferred Rendering in this article. Using newer rendering technology lets us now have things which we couldn't have before, like dynamic lighting from multiple light sources and particle effects, which will bring a lot more life in the game without concerns for performance. And performance is our big concern! There are a few things let to tune, optimize and test on different hardware, but Deferred Rendering gave us a boost in rendering performance from 10% to 90% depending on user's hardware and graphics quality settings.
Again, if you want to dig dipper in the tech stuff of it, you can start with this article describing the difference between the old networking we used and the new one. In the start of the project our goal was to quickly achieve working results and it was much easier to use reliable and robust TCP for our networking than bother with handling lost packets ourselves. Unfortunately, it's not a good long-term solution for a lot of games, including ours, since it needs to be as real-time as possible without any spikes in delay between client and server. Which is why we completely rewritten our networking library from the ground up now using UDP instead of TCP. Preliminary test show increase in stability and network delay, but some bugs still need to be worked out.
We are also work on Alpha world level design. In the build we added a lot of new tools for terrain design which allowed us to create cool caves.
A big progress have been made in developing the new Tentacle Biome, current results you can see here.
Since we didn't have much changes this time, we decided to share with you some things we are working on now.
One of the most important pieces of game interface is a Character Screen which displays your equipment, calling, abilities and many other info. It's on its way to the game, but you can get an early look at the design now.
New mob in the making is Plum Octopus. For now we can show you only concepts of it, but expect it to be in production very soon :)
Rabbits is a race of enemies that will oppose players in achieving their goals. They have warriors and mages and they're relatively smart. A statue of a Rabbit Warrior was in game for some time now, you might have seen it on one of the videos or screenshots.
Dynamic and egaging game world is one of our main goals in developing of Elteria Adventures. We are currently working on adding more interractive traps in the game, concepts of which you can see below.
On top of it is a Tentacle, which is technically a mob, albeit pretty stationarry one. Next is a spring that will launch player that step on it directly upwards with some bit of air control - it can be a way to reach higher places or to recieve signifficant damage from a falling. The last one is a sort of a tunnel that drags nearby players inside and unless they're carefult, transports them on the other side, which can be any place including a death trap ;) Watch your step...
Gems are an important part of the exploration gameplay in Elteria Adventures and we want to make them less generic and more fun. New gems are in the process of modeling now, but you can check their concepts now. From left to right: Dark Gem, Lava Gem, Wonder Gem and Nature Gem.
Please leave your questions and thoughts in the comments bellow or in one of our social networks: Twitter: @ElteriaGame Facebook: ElteriaGame VK: vk.com/ElteriaGame Tumblr: elteriagame.tumblr.com Reddit: /r/ElteriaGame Follow us in other places too: YouTube: youtube.com/channel/UC5DUE_15045QhvluBiyl44g Telegram: t.me/Elteria Instagram: instagram.com/ElteriaGame
[ 2018-08-04 15:27:32 CET ] [ Original post ]
Hello fellow gamers! It's been a while. As we said in last DevLog post, we've been working on rework of some critical game engine features, which we (almost) completed in the latest development build.
Deferred Rendering
One of the things our game engine was lacking up until now is modern rendering technique - Deferred Rendering. Most modern game engines use some form of it to bring players the image they see on their screens. You can learn a bit about differences between traditional Forward Rendering technology and Deferred Rendering in this article. Using newer rendering technology lets us now have things which we couldn't have before, like dynamic lighting from multiple light sources and particle effects, which will bring a lot more life in the game without concerns for performance. And performance is our big concern! There are a few things let to tune, optimize and test on different hardware, but Deferred Rendering gave us a boost in rendering performance from 10% to 90% depending on user's hardware and graphics quality settings.
UDP Networking
Again, if you want to dig dipper in the tech stuff of it, you can start with this article describing the difference between the old networking we used and the new one. In the start of the project our goal was to quickly achieve working results and it was much easier to use reliable and robust TCP for our networking than bother with handling lost packets ourselves. Unfortunately, it's not a good long-term solution for a lot of games, including ours, since it needs to be as real-time as possible without any spikes in delay between client and server. Which is why we completely rewritten our networking library from the ground up now using UDP instead of TCP. Preliminary test show increase in stability and network delay, but some bugs still need to be worked out.
Few other things
We are also work on Alpha world level design. In the build we added a lot of new tools for terrain design which allowed us to create cool caves.

A big progress have been made in developing the new Tentacle Biome, current results you can see here.

Work In Progress
Since we didn't have much changes this time, we decided to share with you some things we are working on now.
Character GUI
One of the most important pieces of game interface is a Character Screen which displays your equipment, calling, abilities and many other info. It's on its way to the game, but you can get an early look at the design now.

Plum Octopus
New mob in the making is Plum Octopus. For now we can show you only concepts of it, but expect it to be in production very soon :)

Rabbits Race
Rabbits is a race of enemies that will oppose players in achieving their goals. They have warriors and mages and they're relatively smart. A statue of a Rabbit Warrior was in game for some time now, you might have seen it on one of the videos or screenshots.

New traps and Tentacle
Dynamic and egaging game world is one of our main goals in developing of Elteria Adventures. We are currently working on adding more interractive traps in the game, concepts of which you can see below.

On top of it is a Tentacle, which is technically a mob, albeit pretty stationarry one. Next is a spring that will launch player that step on it directly upwards with some bit of air control - it can be a way to reach higher places or to recieve signifficant damage from a falling. The last one is a sort of a tunnel that drags nearby players inside and unless they're carefult, transports them on the other side, which can be any place including a death trap ;) Watch your step...
New Gems
Gems are an important part of the exploration gameplay in Elteria Adventures and we want to make them less generic and more fun. New gems are in the process of modeling now, but you can check their concepts now. From left to right: Dark Gem, Lava Gem, Wonder Gem and Nature Gem.

See you next time!
Please leave your questions and thoughts in the comments bellow or in one of our social networks: Twitter: @ElteriaGame Facebook: ElteriaGame VK: vk.com/ElteriaGame Tumblr: elteriagame.tumblr.com Reddit: /r/ElteriaGame Follow us in other places too: YouTube: youtube.com/channel/UC5DUE_15045QhvluBiyl44g Telegram: t.me/Elteria Instagram: instagram.com/ElteriaGame
[ 2018-08-04 15:27:32 CET ] [ Original post ]
Elteria Adventures
Elteria Team
Developer
Heatherglade
Publisher
Coming Soon
Release
Game News Posts:
97
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🕹️ Partial Controller Support
No user reviews
(0 reviews)
Players can choose one of many character classes - Callings - which give abilities too! Each has a different playstyle. There are no artifact equipment restrictions, this way many unpredictable and funny combinations can emerge. Players will need to choose artifact sets for different situations. We love to see which combinations of abilities players will invent! We will listen to your feedback and the game will be balanced and improved continuously. Three of callings are already playable and two more in development. You can expect the continuous addition of artifacts and callings.
Almost anything you see on the screen is interactive more than in most other games. You can break it, or it wants to break you. Explosions make huge craters and break trees, you can break walls with enemies, mushrooms propel you in the air or on another island, tentacles emerge from the floor and hit you, some plants are mines, some are collectible, and of course, monsters are trying to kill you or do other fun stuff with you!
Your old world was full of misery and injustice, but suddenly strange portals started to appear in cities. You decided there is nothing to lose and stepped in. You found yourself in the lush and magical world of Elteria, filled with peculiar creatures and flying islands! After you finished staring on the massive planet in the sky, the green piglets and another floating island, you notice the large blue crystal, hanging in the air. You came to it, and suddenly, a mysterious projection of a woman appeared and started talking to you! She wants to help you. You don't know her motivation, but she seems very friendly. You have so many questions about this world...
We have also created a backstory of the Elteria World itself, called Elteria Cataclysm. In the game, the narrative will continue to evolve, being mysterious and thought-through.
Elteria once was a beautiful world inhabited by all kinds of people. It was a place similar to Victorian London – bubbling with life and constantly evolving. But everything changed with the discovery of new properties of the very fabric of reality. Civilized world was swept away by Magic Rush – every scholar dived into the new branch of science trying to make a breakthrough.
According to her theory, such object combined with a sophisticated system of gem drainage would allow opening a stable rift between worlds, giving pretty much an unlimited amount of energy. She wanted to create a utopia and to achieve this goal a research group was put together. Thus began the “Magical World” project.
Read the full version
Your main building tool is blueprints. The voxels are very small and placing each individually would be too slow, but with blueprints, you can instantly create some forms. Yes, you CAN use them in battle! Some BPs are basic forms; some are complex and rare ones even have aura effects on them. I.e., a wall which slows enemies around it. You still need materials to place BP. The material will define structure durability. You can find BPs anywhere in the world, and once you found one, it's yours.
To make full use of voxel world, we are considering adding a separate world with creative mode and no monsters, for players to express themselves fully. We are not yet sure and will evaluate the feedback later.
The visual appearance and style consistency of the game is crucial for us. You already can see day and night cycle, voxel lighting and you can expect continuous polishing of visual style.
We have written an entire gamepedia wiki about Elteria Adventures! If you are interested in detailed information about the game, check it out!
MINIMAL SETUP
- OS: Ubuntu 14.04 LTS
- Processor: Dual Core 3GhzMemory: 6 GB RAM
- Memory: 6 GB RAM
- Graphics: 2GB Video Memory. OpenGL 3.2+ supportNetwork: Broadband Internet connection
- Storage: 4 GB available space
- OS: Ubuntu 14.04 LTS
- Processor: Quad Core 3GhzMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: Nvidia GTX 950 / AMD RX 460Network: Broadband Internet connection
- Storage: 4 GB available space
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