DevBlog 25 / Hard Rock

Hi everyone!

This week André worked on improving the streaming system of the game. Some shortcuts and hacks were made for hiccup-free loadings, most of the loading is made in a background thread but the activation of the game objects is made in the main thread. So that forced us to make a frame by frame loading system only for the activation of some chunks of zones. André also finished the localization logic so now it is easy to translate the game.

Iuri is back to work after a deserved vacation, he’s working on the mount animations of the companion and player movement while mounted. Riding the Elk is a very important part of the game; we removed it temporarily because we only had placeholder animations.

One of our challenges this week consisted in producing low poly assets that would allow us to improve the look of the rocky cliffs that limit the first areas of the game. Tomé developed a few modules that can be bashed together inside the engine in order to create the steep rock faces you can see below. For the moss on top, we chose to duplicate the geometry from the upper part of each asset, and then we used a grassy material with the Cutout Rendering Mode selected.

Our rocky cliffs building kit.

Here is an example of what we can come up with inside Unity using the kit.

Meanwhile, Pichel is hard at work sculpting a new character model that we will show a sneak peak in a future devblog.

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