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Hey Everyone! We've got some exciting news to go though this week!

Seamless Level Transition progress, Finalized VHS Filter, and some possible publishing offers!

Let's get into it!

Highlights:

⋅ VHS Filter polish and complete! (We're still going to go through and add some suggestions here!)

⋅ Seamless Level Transition progress! (30% Done)

⋅ Publishing Opportunities (More details coming soon!)

⋅ Level "Bedroom Nostalgia" (-6) optimizations

Coming Soon:

⋅ Lots of Seamless Level Transition Work!

⋅ Team Expansion! (Update coming this week!) 

⋅ 2 Gameplay Polls! (Set for Thursday and Saturday! 9/28 & 9/30)

⋅ Lots of Optimization!

⋅ Entity (Felix) rework and remodel! (Leak Announcement next Monday!) 

⋅ Improved VHS Filter Leak (From your comments!) (Set for Sunday! 10/1)

The Details (For Nerds):

We've got some big progress to talk about!

Seamless Level Transitions! 

To start here we first need to talk about Level Instances and what they are. Level Instances are groups of objects, blueprints, and actors that are contained within a level that can be spawned and used within a parent Level. This type of level nesting opens up the possibility for us to introduce some actually Seamless Level Transitions. First thing up is splitting our existing levels up into instanced level actors that we can peice together later. When we start splitting though, we need to be careful not to split any level sections apart that work under the same blueprints/code (at least for now). This means a ton of code investigating and a touch of trial and error. After all this was done this week, we moved on to our first step where we'll be able to see something real take shape: The draft piece together. In this step we start by picking out a single transition we want to complete: 2 Levels, starting in the first level, and through loading and unloading level instances, end up in our second level with the first completely unloaded. There's some code and Blueprint work here that would be a bit complicated for this page, but in a nutshell, when we enter a level instance, we are detecting and loading the connecting instances and unloading the rest. This way, we end up keeping only what we need for the current scene/puzzle/challenge and getting some additional optimization frames in the meantime. 

That's all we have this for Transition progress this week. Next week we'll have some more juicy progress updates and also get a little more in depth with some specific level transitions:) 

until then, 

Cheers! 


Comments

Anonymous

Looking good sven, keep up the good work!

Anonymous

Keep it up my man! It’s looking more and more like this dream is becoming a reality.

Anonymous

When's the next Alpha coming?

Anonymous

Id say keep it separate but also add keybinds so everyone can have it how they would like

SubliminalOfficial

We're most likely about a week and a half out currently. Possibly sooner, but because of publishing deals and lots of logistics being worked on right now it could be up to about 2 1/2 weeks out.