@tato when is comming for android? my new galaxy s4 octa want Forgotten Memories. also the s4 gpu support opengl 3.0 ^^
FM on the iPad4 have better texture resolutions but due to the screen size of the vita it's harder to see the difference. In overall, everything is better on the iPad4 but really hard to distinguish the gap.
Possibly Q1 2014. For Android we will tackle only high end devices (such as the Galaxy S4), the hardware fragmentation is enormous.
I probably should not ask this question but i must... Tatoforever, is the game coming out next month for the ipad?
I was watching one of those vids again and could help but notice that the inventory is in realtime. Awesome
Actually you got two inventories in the game. One which is dynamic to quickly interact, heal, change weapons, use items and a bigger one where the maps, notes, items (explanation, combination, etc), game options is held. Serving out both type of players (modern and old-school).
How are you going to be doing the storytelling, Tato? I know the plot is pretty important here. Mainly via cutscenes, or ingame dialogue and voiceovers/diaries? Been playing through BioShock Infinite, and man that's a great example of how to tell a story in a very engaging manner. That series is easily my all time favorite shooter
I'm reworking and optimizing some of our shaders, for example water shader: adding depth, caustics, reflections, edge blending and soft-foam (see attached pictures). Post-process shadow enemies. Some of them are now projected into the scene which make them behave as real shadows, more screen on this effect soon. The rest of the team is either finishing level integration or tweaking gameplay (objectives, quests). PS: Image compression is a bit garbage, sorry for that. ^^
Well it looks great as the water even distorts the shadows too. I don't think many consoles even bother todo that.
The water is being rendered in a late pass (so shadows can pass through) and finally get distorted with the rest of the scene below.