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!
This will be our last update for the day. A lot of progress being made in a pretty short time span! The above video puts the client under a lot more stress than it will ever endure during normal gameplay, and it handles perfectly.
Recording software reduces framerate
Demo was run on a mid-range computer (i5-6500, NVidia GPU from 2015)
The inventory UI is completely placeholder and will NOT be used as is. It’s just there for testing.
Welcome to aced.gg! We’re ACED Games, and we’re hoping to use this blog to keep you guys up to date with what we’re up to.
Currently, our only publicly available game is Revenge of the Fallen, playable at https://rotf.io/. Our goal is to bring the user-client to modern standards by porting it to Unity. As we make more progress, expect updates to be posted here 🙂
And when we finally move forward with some of our other projects, you’ll hear about it here too. Thank you!