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old Blog #20 - Pre-Alpha 1 & Vacation

SQ
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Pre-Alpha

Last week Pre-Alpha 0 was released for a short period of time.
The purpose of it was to make sure the release workflow was easy enough.
I am planning to release pre-alpha versions weekly.

More information in discord
Pre-Alpha 1 started August 13th - 9PM CEST.

Pre-Alpha
• application is obtainable via discord server
• version is available for a few hours
• after test, cloud server is shutdown.
• uses only photon network which is inferior to mirror
• no dedicated servers available
• unfinished features are disabled or hidden

Changelog >

Teammate Nicknames and Markers

Nicknames are now displayed above players.
In addition, added blue markers bellow the player.
This should help to distinguish teammates from enemies.
IMG:https://i.imgur.com/zvaa1yi.png<br>

Vacation
I'll have summer vacation from August 16th to September 2nd.
Meanwhile, there wont be any updates.

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edited 12×, last 26.09.21 05:57:27 am

old Blog #21 - Trip & Pre-Alpha 2

SQ
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Pre-Alpha 2

Pre-Alpha 2 starts September 5th - 9PM CEST.
Changes >

Trip

During these 3 weeks, I've visited Malta, Italy, Vatican and Spain.
We made thousands of photos, so I'll just share a photo per location.

Valletta, Malta

Rome, Italy

Perugia, Italy

Vatican

Blue Grotto, Malta

Seville, Spain

Gozo Island
edited 7×, last 26.09.21 05:54:55 am

old Blog #22 - UI Effects & Pre-Alpha 3

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Pre-Alpha 3

Pre-Alpha 3 starts September 18th - 9PM (GMT +2)
Changelog >

UI Effects Improvements

Damage indicators, health & armor animations
IMG:https://media1.giphy.com/media/iNNSelXIIW2wbhIasl/giphy.gif


Scoreboard properties animations
IMG:https://media4.giphy.com/media/4UE7HCLijK8twFtoSl/giphy.gif


Spectator view health & armor animations
IMG:https://media0.giphy.com/media/tnicrWQhrOVGe7xnKZ/giphy.gif


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edited 2×, last 26.09.21 05:52:10 am

old Blog #23 - Bomb & Defuse Kit

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Bomb & Defuse Kit

Pre-Alpha 4 & 5 released to test bomb game mode and improve application stability in general.

Defuse kit & bomb equipment can be seen on player
IMG:https://i.imgur.com/dRSXtT6.png


Defuse and plant buttons appear when the actions are possible.
It is possible to plant bomb by attacking with it.
IMG:https://i.imgur.com/1R4ua9U.png

Bomb planting animation
IMG:https://media0.giphy.com/media/x1a9rzIMn31MCa2eUj/giphy.gif


Scoreboard displays bomb and defuse kit owners
IMG:https://i.imgur.com/us1RY9r.png

Defuse Kit included in buy equipment menu
IMG:https://i.imgur.com/GY2Mi8H.png


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edited 2×, last 18.10.21 08:46:12 am

old Blog #24 - Dual Wield

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Dual Wield

Weapons are handled dynamically on each hand.
This gave me a few ideas for the new weapon sets.
Weapon can contain melee on the right hand and pistol on the left hand, activating melee as secondary attack.

Dual Elites
IMG:https://media0.giphy.com/media/H6nauIDbWhapmThP9t/giphy.gif



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edited 1×, last 30.10.21 11:46:26 pm

old Blog #25 - Directional Shadows

SQ
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74 days without a thread update, but no worry, I've been doing weekly updates on discord!

Directional Shadows

In last two months I've went through 2 iterations of directional lighting.
At first I have utilized depth map to pass height of each shadow.
Drawback was that you cannot pass softness & transparency when using depth maps.
This leaves you with hard shadows.

IMG:https://media0.giphy.com/media/fn4W3fL2WmEd6DNWLy/giphy.gif


After some benchmarking, the highest chance for bottleneck is reaching pixel fill rate limit (overdraw).
To improve performance and visuals I've started to look for different lighting solutions.

Currently, the lighting system uses RGB channels to pass different layers of soft lighting.
Red = floor shadows
Green = wall shadows
Blue = higher shadows (not used)

IMG:https://media4.giphy.com/media/2z2ydBJfYfe201kegg/giphy.gif



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