In Pursuit of Awesomeness
It has been a while since my last blog post. We’ve been busy as the game fast approaches the final stages of Alpha and smack into the middle of Beta. All things being equal, we should be rolling in awesomeness by Q2/14.
Having switched from a custom internal engine to a custom middleware engine (Havok Vision Engine), we did have some setbacks during the transition. Especially in light of the fact that, well, the game uses over twenty-five (!) different middleware engines; all of which do various things. And all the content – include the world – had to be ported over.
Our custom game engine based on Havok Vision engine, does the brunt work of tying it all together. Then we have Havok AI for exactly what it implies. Sundog’s Silverlining and Triton for all those glorious atmospheric (sky, cloud, light scattering, crepuscular rays etc) and water masses you see in the shots. Havok Physics for all things dynamics related, Iggy for our Flash based UI, SpeedTree for vegetation etc. And a bunch of other minor ones which do various things such as networking, audio, web etc. Yes – and they all have to work together or else very bad things happen. Very bad things indeed.
Tweaking, customization and performance improvements as always, have been touch and go for the most part. Heck, we had one specific scene, Gulge (the canyon scene) which would make a grown man weep (Nick, my art director, complained enough, though I’m certain that he wept too) in his cornflakes while waiting for it to load. And for a game of this size and which sports such a large seamlessly connected universe optimization is everything.
Anyway, it is all coming along and aside from the batch of shots we released last month, here are a few more shots which focus specifically on the atmospheric aspects of the game featuring Havok, Silverlining and Triton. Enjoy!
More to come soon, including a Twitch.TV hosted exploration of the entire seamless game universe. Prepare to have your mind blown. Guaranteed.