Why Stop there? Giant Rabbit Appears, Lays Down On Farmland http://kotaku.com/giant-rabbit-appears-lays-down-on-farmland-1629948933 That cow was SCARY. kind of the same way a clown is scary. I watched this trailer the other day, they seem to have Gargantuan beasts down pat: http://www.youtube.com/watch?v=8cadxeA__v4
Thanks redribbon, you've been awesome from day one and i'm grateful I can't wait to get an iPhone 6 and see what the game can do. The new update is almost ready and it add a bunch of quality options i think the iPhone 6 will just chew through I also ordered a google nexus 5 - it should be here any day - so i can finalize the android support.
@Proto: The Monster trailer rocks. My first thought was "Anomaly Movie, cool!" With the Behe-Moos, that took me ages until I got there I always said it in my head as Behe-Moos (Moos is the German word for moss, spoken like Mohss) . Only caught on yesterday. And I extend my gratitude to redribbon as well. Without him opening this thread, I'd never have found your amazing piece
Whow Skadad addition looks pretty sick lol and i cant wait to try the jumping addition and i hope those giant beings show up in brightridge im ready for that backstory
BrightRidge Atmospheric Scattering Sometimes whats cool in game design is you create a new mechanic and find out you can do more with it than you thought. MAGIC HOUR was an image effect i had added to your options for update 1.2. But I realized i could use it to simulate different kinds of atmospheric scattering in the air. Heres a screen shot of some of the available options. It can add a different atmosphere to your explorations.
I like magic hour and Sunny It's really easy to switch and you can see the results instantly since the controls just overlay the screen without blocking it. So you can, say, turn on Cool Day and mix it with a rainstorm if you want too. It's a relatively simple system but it still has the nice effect of interacting with each other, so depending on the mix of fog, atmospheric scattering and weather you can get a pretty wide variety of looks. One more thing - the jumping - i find myself jumping almost all the way across the landscape now instead of walking
Retina Display resolution is coming to iPhone 5 and higher. Update 1.2 will give you the option of switching between high and low res display.
I've been following this thread and was very impressed by the game so I brought it,All I can say is that it looks fabulous great work protopop.Waiting for the update 1.2. I see your game has aliasing a little which has been fixed in the new update,Can you please show us a screen shot of the game running at max setting with Fxaa,Magic time and retina all at once. The graphics look like console games like oblivion/skyrim quality in many ways keep it up.
Thanks dylanfan007 Heres some screenshots with before and after. As i work on the game i'm moving more and more of the customizations i use in testing into dedicated control panels, so with each update you'll be able to control more of the quality you see. This will be especially helpful for new devices like the iPhone6 that should be able to handle even more quality. 852x480 - no AA - close/standard plants - no atmopsheric scattering 1136x640 - AA - Atmospheric Scattering 852x480 - no AA - close/standard plants - no atmopsheric scattering 1136x640 - AA - Atmospheric Scattering I think the antialiasing could be better. Unity actually says that it isnt supported on this platform, but when i turn it on and off i see a difference, but i think it could be more prominent. Im looking into the different kinds of AA offered by the image filter, and to see if there's a difference between AA set i the quality settings and AA applied as an image effect. But that will probably be in update 1.3 Probably my biggest restriction is mobile. It restricts in 2 ways - 1 i am trying to support hardware from A5 512mb to A7 (and A8 soon) with 1gb/2gb ram - i heave to hedge my bets and be conservative while designing this. 2, a mental thing, because i play it safe i am unlocking new details as i develop. So the forums mentioned retina display, something i hadn't really thought of much, but i tried it and it worked, switching seamlessly It's already come a long way in a couple of updates and as i learn new tricks (i figured out the atmospheric scattering last week) ill continue to offer more options. Thanks for the Oblivion/Skyrim comparison With updates 1.1 to 1.3 i am adding and refining core underlying mechanics, so that when i release update 1.4 with the quests i have a lot of mechanics to construct the adventure with. Anyways 1.2 is almost ready and i hope you'll try it. I keep mentioning it but the addition of jumping is really cool.
@protopop there's this effect called AA color in ppsspp which is quite fantastic,I highly suggest you look out for it in unity.
Thanks I took a look and dont think it's offered but you got me looking into the different options. Right now im using an image effect AA and there are the following options: FXAA1 FXAA2 (this is what im using) FXAA3 Console NFAA SFAA DLAA After your comment i added an option for native multisampling AA as well as the image effect - i think both are different/complimentary. Anyways im compiling it now and will test 8x sampling and anisotropic textures forced always on on my iPhone 5S
So you got me going The 8x multisampling AA hardly had any effect on the framerate, and thats with anisotropic filtering forced on, so ill leave it in the options menu. The image filter AA (which is also still in the options) seems to just kind of blur everything (thats the FXAA2) while the new multisampling seems to make things crisper. Its really hard to tell in the screenshots but in motion you can see the difference more. the difference is apparent especially in teh edges of objects, you can see it here in the smoothness of the fence edge. I usually dont notice these things, im more of a broad painter and its the mess that i like to create. so its god to get feedback like yours. I think if i just keep learning ways to improve the visual fidelity, then step by step we'll see an improvement iteratively over updates. Here's some more shots with the new 8xMultisampling option on and off 8x Multisampling No AA
Not to be s fanboy proto but your game really looks stunning almost like a painting,Are you a painter?because the art is truly fantastic and that is what seperates the game from the rest I've played.Really it blows stuff like dsyz,state of decay and in some cases 60$ games out of water. That msaa really does make the game look a lot sharper,I think anistropic filtering 16x would look really nice and shouldn't really have any noticeable impact on performance. Difference in before and after is night and day after msaa.Keep it up mate you're one hardworking talented fella. Even consoles struggle with any form of Anti-aliasing so having msaa 8x on a 5s is just mind blowing.look at the stone on the ground the normal maps are really popping out with the help of msaa in better detail there,Ground textures look a lot better too.
Fanboy is good I mean i don't do this in a vacuum and I like to hear from people. I actually took Fine Art in CEGEP (in Quebec we take 2 years of CEGEP between High School and University). Im glad you feel it gives the game something unique. It's no secret im a fan of Shadow of the Colossus, and those guys just threw dust and dirt at the screen, with light and that really unique coloring and contrast. People said the frame rate was low, the edges were jagged, the pop in was obvious. They were right, and i loved every minute of it because it was, ind of like you are saying, painted onto the screen. The reason so many people call it art is because it had heart and you could see it clearly. I like to follow in those footsteps - if i was an artist id probably be an expressionist. I don't have a lot of patience and i like to mic the light shafts, glows etc in a way that just feels right. And it makes me happy to know tht some people like yourself think ive succeeded in that in some small way Credit also needs to go to the artists from teh Unity Asset store. I am proud of the way i have mixed together things under an art direction i feel has some cohesion, but these artists too the time to create and share their artwork and i could not do this without them. By the way i look at DAYZ and am amazed at how they captured the countryside feeling. All of us game designers i think are this centuries painters maybe, creating experiences in different styles and learning as we go along. I don't know how many x-times the anisotropic filtering is etc but now that you had me look at the stuff, and given how super simple that was to implement, im going to keep my eye's open for articles and tutorials about the more technical side of make real worlds. I mean, i look at RYSE and those guys are real programmers and they created this beautiful world and they know about Gamma and rendering and i'd like to glean what i can from them and others even if my style is different. Its all the beautiful games of the world that inspire me and playing them is like going to a museum Anyways I am THIS close to finishing the update and I really can't wait to share it with you guys. And if you can post an image, make a note on facebook or wherever you hang out, just generally mention the game to anyone who might be interested that'll help too
No doubt you are an artist at heart,While assests are truly important I don't think anyone but someone artistic like you could have pulled it off as beautifully as it is right now.Again not be a fanboy but generally this is the best looking game on my 5s,Ib3 can't even hold a candle to it,not even in the art department.
Thanks dylanfan007 I'm almost ready but i spent the last week moving to a new place - what a lot of work! I'm really glad you wrote this note because between us (and everyone who reads this ) moving has been a surprisingly difficult thing, and im grateful that i can work on the world and it is really encouraging to hear from people. I am aiming to finish update 1.2 for this weekend then submit it to the apple store. Ill keep posting updates here. I have to say this update doesnt add quests, but has a ton of small additions like jumping and weather and i find it really makes a difference. I'm also working on The Omnipedia. It's an encyclopedia of information that provides more backstory for anyone who wants more details about the world of Nimian Legends. I had started a wiki but i wasn't able to get the design quite the way I wanted, so I'm leaving them open but am adding this as well. I'm really excited because I have a LOT of original artwork and information that I would love to share, and it enhances the world and answers some questions - sometime people write to ask me about the various monsters - i love it
With the amount of work you're pouring into this incredible app, I can see it easily becoming the "next big thing" in iOS RPGs. Once you get your quest system implemented, I think TA will need to take a good, hard look at your game. You've managed, as a single developer, what some large development teams have been unable to do on the AppStore yet. Keep up the great work! Really looking forward to your next update!