Hello! We are happy to present you with yet another progress update of our Unity port for RotF. Plenty of things have been done since the last post, and we are getting closer and closer to private staff testing (which will then follow up with public testing)!
On with the changelog:
Map loading screen
Text tooltips (which the Minimap and Nexus/Options tooltips use)
Quest arrow/tooltip (heavily WIP still)
Dyes (only colours, no patterns, we have some plans for this that will be discussed later on)
Flashing effect for entities (e.g. the Spaceship now flashes when you go nearby or use a command)
Tile animation (waving and flowing effects added)
Tiles can now push the player around (e.g. the sprite world tiles)
Buying new character slots
Loading overlay when requests to the server are being made, preventing the player from interacting with any other GUI elements while waiting for the response
Toggle opaque players
Significant optimizations to the main game shader
Significant optimization to projectiles and condition effect icons
Significant optimizations to chat and the minimap
Inventory slots now turn red when the item is not usable by the current class
Abilities now work with HP cost based items
Proper key configuration implemented (now just needs GUI)
Dynamic zoom with CTRL + Scroll now syncs with FPS/delta
Enitity boxes on the minimap now clip to edges
Today’s video (I tried something new to make it not so boring, enjoy! And of course, not everything in the changelog is included in the video!):
We are back with a new progress update of our Unity RotF port!
We have mainly focused on GUI work since the last update, so no real gameplay changes (except for dynamic zoom, which is demonstrated in the video in this post).
Of course, keep in mind that GUI is still being worked on, and still being improved, we aim to release the client with the layout you’re all familiar with, and then as time goes, most probably introduce our own one, which can be used as an alternative option.
On with the update, we have added in the following features to our client:
Dynamic Camera Zoom (CTRL + Scroll or -/+ on keyboard)
Tabs (inventory, stats and backpack)
Account info display (fame, credits, stars and guild)
Entirely new login screen
Entirely new character selection screen
Class selection screen
Skin selection screen
Actually centered the camera on the player character
Inventory slot numbers and item shadows
All GUI now uses .SVG/Vector graphics, meaning it looks nice and sharp whatever resolution you play on!
Interaction panel has been added (e.g. portals)
Party panel has been added (where you see locked players and what not)
Real loading screen (not shown in the video)
Remotely loaded XMLs
Remotely loaded Sprite Sheets
Merged the whole game into one Unity scene to allow us for instant switching between menus (e.g. from character selection to class selection and back). This also comes with a lot of memory optimization.
Many other things…
And along the way, many little things have been reworked or revamped to work better or in an easier way, and as per usual, many small bug fixes.
Here’s a video to go with today’s post, sorry for it being a 7 minute video:
We’ve added a few things to our Unity client, which include:
AOE nades (e.g. Medusa)
Abilities (most are fully functioning)
Heavy optimizations to our particle system (alongside many of the missing particle effects being added)
A lot more condition effects are now fully functioning
Condition effect text displays when damaged (e.g. Slowed!)
Started implementing in simple vector graphics based GUI (visible by the ugly gray inventory slots, will be changed later to look pretty). Of course, take the current GUI layout for granted as it will likely be changing, we will most probably be allowing people to create their own layouts too, so stay tuned for that!
These things were quite a hassle to add due to the fact that there are much more fun things we could do (e.g. proper GUI work (class screens etc), or player particle effects), however now that they are done (except for the fact that some abilities still need their particle effects implemented), we can once again focus on things that are more interesting to us, but also more interesting to you, so expect better progress updates soon!
Here’s a video that goes with today’s post:
Thanks for following our progress, and as always, stay tuned for future updates! 🙂
We’ve now added particles to our Unity port, and some of them are already working as you would expect. I have also done a little stress test (400 fountains) at the end of the video, and that’s pretty much it, enjoy, and thanks for catching up with our progress. 🙂
This update has some cool new additions, which involve status bars (XP, Fame, HP, MP) and sound effects, like seen in the video.
In addition to that, there have been HUGE optimizations made to our client, nullifing the high memory usage we had before with new entity rendering, while heavily improving our FPS, once again, doubling it.
We have also taken time to improve our inventory handling, and it feels a lot smoother now!
I’ve also conducted a few tests on a very old system (J4005 dual core processor, 4GB ram, no GPU), and we can hit 70-80 FPS in crowded areas (Nexus), while easily hitting 150+ in more empty areas, like the Realm (and up to 280 in VERY empty areas, like the beach). Values based on 800×600 resolution, they are half that in 1920×1080.
Here’s the video for today’s post:
Thank you for catching up with us, and as per usual, stay tuned for future updates. 🙂
We’ve made plenty of SWEET progress on our Unity port over the last 2 days.
More so, we have implemented a better, multipurpose shader, that allows us to handle glow colours, outline colours and tile sinking dynamically (presented in the video with water/lava sinking, and player/portal glows/outlines)!
We’ve added a character selection screen (it doesn’t look too great right now, but it works).
In addition to that, we’ve made some improvements to our in-game GUI (though keep in mind, it is still not final). With that, we have also added inventory swapping (the previous spoiler was just images, now we can actually drag the icons around to switch the items (containers next?!)).
Condition effects (and their icon displayers) are now added too (most important ones are functioning in the client already).
We’ve also made some optimizations, doubling our client FPS, and fixed plenty of small bugs that are not really worth mentioning.
Thank you for following us, and stay tuned for more progress updates!