Universal Nimian Legends : BrightRidge HD (by Robert Kabwe)

Discussion in 'iPhone and iPad Games' started by redribbon, Jul 22, 2014.

  1. Mariko

    Mariko Well-Known Member

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  2. Nullzone

    Nullzone 👮 Spam Police 🚓

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    Where is that? Looks good, especially with the lightning.
     
  3. Protopop

    Protopop Well-Known Member
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    It's inside a giant bot - i set her tractor beam too high:) it was kind of like being i the singularity of a black hole or something
     
  4. Bumpygames

    Bumpygames Well-Known Member

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  5. Bumpygames

    Bumpygames Well-Known Member

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    Game cant handle A7 chip, on Ipad minis, so it freezes, add that to Description in the future releasees no limit it to newer devices only to run smoothly.

    + No ads
    + No In App Purchases
     
  6. Nullzone

    Nullzone 👮 Spam Police 🚓

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    @Bumpy: Oops, I forgot that Mini3 and Air1 use different versions of the A7, and a different architecture.
    Odd thing is that the Air1 is almost a year older than the Mini3, and NLBR default settings run perfectly fine.
    I'd have to really dig for performance test results to figure out how the Mini3 does compared to the Air1, would like to avoid that since it'll take a lot of time :p

    *putting my Tech Support hat on* Still, can you confirm
    a) which iOS version you use?
    b) jailbroken yes/no?
    c) when does it freeze? E.g. right after starting explore mode? Only on specific scenes/areas?
    d) does rebooting / memoryclean help?
    e) does it freeze with default settings? What about lowered settings?
     
  7. Protopop

    Protopop Well-Known Member
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    Thank you - that's very good marketing advice. Especially mentioning no ads and in app. If i think about it, it's a feature.
     
  8. Protopop

    Protopop Well-Known Member
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    ...almost finished Update 6:)

    [​IMG]
     
  9. Nullzone

    Nullzone 👮 Spam Police 🚓

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    Looks more like a fish swimming through water than a flying robot, pretty cool effect ;)
    Can we remote-control it?
     
  10. Protopop

    Protopop Well-Known Member
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    No, but that's a brilliant idea:) Mind if I use it?

    They're very fishy - kind of like an aquatic snake that swims through air. I think you're going to like the new inhabitants. They're based on procedural motion, which is something im a fan of, and im glad to get some in the game. The best part is as i update their algorithms their motion gets more and more lifelike so there's room to grow:)
     
  11. Nullzone

    Nullzone 👮 Spam Police 🚓

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    You don't have to ask, of course you can use it ;)
     
  12. Protopop

    Protopop Well-Known Member
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  13. Protopop

    Protopop Well-Known Member
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    #1513 Protopop, Feb 5, 2017
    Last edited: Feb 5, 2017
    Nimian Legends : BrightRidge - Love and Tin trailer.

    A new adventure for BrightRidge HD. Update 6 include dozens of new options and fixes. The footage for this trailer was recorded off an iPad Air 2.



    I'm waiting for beta approval then it's off to the app store:)
     
  14. Nullzone

    Nullzone 👮 Spam Police 🚓

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    This looks good, absolutely beautiful. I liked the scene where runs with his dog the most, refreshingly simple and mundane. Such a great difference to the usual "save the world with your f-huge sword" I've grown quite tired of.

    And I'm fairly certain those ruins to the left of the Tower are new ;)
     
  15. Dankrio

    Dankrio Well-Known Member
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    #1515 Dankrio, Feb 5, 2017
    Last edited: Feb 5, 2017
    I have an Iphone 7 plus and want to push things as far as I could. Which settings should I try? I am a little confused on the options.

    I forgot to comment about that one:

    "Thanks Dankrio - that's the idea. BrightRidge is getting 2 new stories (and explore mode is becoming a "fourth" story) and , if all goes well, a fifth procedural story generator thats a more advanced version of the one i use in NimianLegends.com/Empires - it creates personalities and desires for citizens based on alignments and generates relationships, goals and stories. this update 6 is taking extra long because i am taking great care to rebuild the story manager as lego blocks so i can build stories very simply. Im really happy with the results because i can drag quests around and cinematics and almost anything from one adventure to another. "

    I am so EXCITED for this. You have no idea. The "lego" and procedurally generated stuff might be exactly what I am looking for in a game. The possibilities are fascinating. I'd love to see the relationships and goals and what it might brings to us.

    Thanks for the top-notch work you are doing there! I am a great fan of yours.
     
  16. redribbon

    redribbon Well-Known Member

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    holy moly :eek::eek:

    im so curious about the framerate on the 7+ now.
     
  17. Protopop

    Protopop Well-Known Member
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    #1517 Protopop, Feb 5, 2017
    Last edited: Feb 5, 2017
    We think alike. The dog running is my favorite scene from the trailer for exactly the reasons you say. It appears right as the music crescendos and i was like "oh you should show a big splashy thing" bit a)i tried hard not to spoil the big moments because movie trailers do that and i can figure out almost any movie from the trailer nowadays and b) it IS the small moments that drive BrightRidge. In fact id like to expand deeply on the "a boy and his dog" feel in the world - it doesnt have to be all about a pet exactly, but the idea that we can find adventure and real living in the quiet moments.

    The dog was amazingly a last-minute addition. I always wanted to add one in and at first he was a worl. But my neighbour who has kept me simple said it was confusing - like will it eat you etc? Switching to a dog is very intuitive for people - when he first comes running up beside you in the game, youre not like "A wolf - f***!" - a dog is recognizable as a friendly companion right off the bat. And because im using the (really succesful) lego block building style (after you and i talked about the last adventure code being too linear) means i can improve his brain over time without affecting the rest of the game.

    The ruins are new - its funny because they were built early for the racing quest that is no longer in the game. but i didnt remove them and everytime i was looking towards the mountains adn saw them i was like "these are pretty - leave them in" - so i did. So in essence they are actual digital ruins, because i built them long ago in this virtual world and left them there as a reminder of what was once there (a race). They dont figure into the story but thats a bit of behind the scenes history there:)

    I just submitted it to the app store - youll probably get a beta invite at about the same time they approve it:) And now i am prepped for version 7 - which is all abot polish, cleaning , and converting the original adventure to use the same lego block engine im using for love and tin. I am also revisting the Android and Apple TV versions. The update 8 will be the final one, and it unvolves upgrading the core engine - if that works out you will see brightridge with new lighting and vegetation and detail.

    BTW te dog's name is Beastro, but its Timber in the game for now because i had named him that fast when he was a wolf. Ill be changing it in v7.
     
  18. Protopop

    Protopop Well-Known Member
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    Thanks Dankrio:) Yeah, i think procedural is the future, and in my Web based game im using what i call "Handcrafted Procedural" design. Most of the oocations and characters are procedurally generated, but i can influence or override it with custom handcrafted details - like if i want a person to have a certain name or personality.

    For the last couple of updates i've been rebuilding BrightRidge to be built out of these blocks. Love and Tin is the first adventure to use this system,and although you dont see the difference in the game, the system that is powering it is much different from the linear version i used for the first adventure (which has been renamed The Ballad of BrightRidge, or just given a name because before it was just 'the adventure':)

    Next update i will convert Ballad to use the same lego block system as Love and Tin does. The in version 8 i will be trying to apply my AdventureGen engine to the procedural blocks. My idea is if i can build an adventure out of these blocks, then i can teach the computer to build an adventure too.

    The problem with procedural design is that people find it generic - but i think the problem is in the fine tuning - you make a giant overall structure (kill quest, target is monster b etc...) but then you fine tune the small bits - like what is the monster type? what is its motivation? add some randomness and some handcrafted design - it that give procedural deign more lief. i mean i think we are all procedural designed - thats what DNA is basically - so we CAN get a lot of rich worldly detail using that system. And the poser is that once you built it, as you improve each component of teh system, the whole system improves.Anyways i have a lot of research and tech and code ready to go on this - it will be part of the final update 8 (this is update 6) and i am very excited to show the results.

    iPhone 7 - you can probably push everything really high because i tried BrightRidge on a 6s and i was able to run it full speed on full resolution no problem. Heres some settings that i think will make it look most beautiful, and for update 7 i am planning to add in quality presets that will automatically increase the quality when you are on an advance phone like yours - i am just trying to get my hands on an iphone 7 to test:)

    Note some of these settings are only available in update 6 which is waiting for review in the app store.

    Double textures - this is new in v6 and does what it says - you can double the texture resolution
    Anisotropic filtering - quite heavy but try it, makes the terrain and textures smoother at an angle
    Antialiasing - pretty cheap and smooths things
    Grass - put it on high and far - lush grass livens up the place
    Terrain Quality - this is a rarely used but powerful way to up the visuals - put terrain quality on high or ultra and the detail of the mountains and terrain shape gets really focused and looks very good
    Shadow -the default is low so try high or ultra resolution shadows
    Screen resolution: its on low by default but i assume iphone 7 can handle the high or ultra res - this makes a BIG difference to how things look
     
  19. Protopop

    Protopop Well-Known Member
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    me too!

    What i am really looking forward to is update 7 i will try and get my hands on ipad pros and iphone 7s so i can set the game to automatically increase the quality on newer devices. there's no need to run at low res on start if the phone can handle high res (which makes a huge visual improvement) I have a feeling if i can submit builds that look better on devices by default maybe Apple will give the game some more love:)
     
  20. Nullzone

    Nullzone 👮 Spam Police 🚓

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    A boy and his dog. And I tried so hard to keep *that* mental connection down.

    Other than that, really nice to hear the "lego building" works out so well ;)
     

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