Gaze XXI – Work with no Play is just Work!

Heya! <3 Last three weeks were primarily spent in build release work (r5.24.2, and wrapping up r5.24 with the .3 build), and now we’re finishing up “a post-release” -cleanup phase; A period when you can safely update the engine and tools (e.g. Unity Engine from 2018.2.22 to 2018.4.8), and fix some outstanding issues, clean up […]

Gaze XX – Navigate. Swim. Unnavigate.

This week we’ve been mostly wrapping up the features of r5.24.2 and fighting against pesky Unity Engine bugs (such as characters spawning in the “sea” under the terrain because for some reason Unity prefers that navigation surface more than the one on the terrain). Here you can see the issue: The pink would be the […]

Gaze XIX – Fakes and Shakes

Optimization pass for the Kirhaal is complete, here’s some comparisons (ignore FPS, it’s from Unity editor and doesn’t really represent much game performance wise): OLD – 5139 batches (draw calls), 7.6M triangles NEW – 3408 batches (draw calls), 3.8M triangles The change is not massive for close ups for Kirhaal because it’s primarily a custom […]

Gaze XVIII – Options menu and Map reworkssssssss~!

Showcasing some of the upcoming features on the options menu ^^ A new map is also coming for r5.24.2 (in addition to the Options menu, and Crew Saving), while it’s not vastly different per se, it’s updated to match the new Kirhaal, is prettier, more future proof, and more capable of displaying some fluff and […]

Gaze XVII – Tiny gaze into the nearest future!

We’re currently working on r5.24.2 which is primarily the Options menu (and some more fixes, and additional optimization for the Kirhaal; Some benefit inside city, big benefit when outside the city), in addition to that we’re rolling out a temporary solution to prey saving until actual systems are made for it. The way the prey […]