For note, these trees aren't finished yet, hence why they might look a little off.
Master wrote:I do worry I won't have the power to play it
I'm getting 30-45 FPS on my 980. I haven't tested it in DX12 yet (I can, I just haven't), but given its drawcall performance I'm estimating at least a 10 FPS improvement.
Hmm, a 980 can't hit 60 FPS? While it is true that DX12 probably will give a performance boost, I don't think the 840m in mine will be capable of handling that. Though that being said, I know you're still in the middle of development, it may very well be that I may have finally been able to build my own rig by the time of ROTD's release. Plus, with stuff like the RX 480 having been released, I think it may be that folks won't necessarily need a top-tier card.
Hey Ad could you please report a little about the game overall progress? Something like "rayman mechanics-physics: 60%, first level: 40%, second level"... would be wonderful!
I can't legitimately begin building levels until the mechanics are solidified, which they are not yet, and they can't be until the rig is fixed, which I'm waiting on a very, very, very slowly-working friend for at the moment. I do have a good idea as to how each level will play out though, so given the time that has passed, these concepts have grown very strong.
I'm in LA right now, but once I'm back my main focus will be pushing out soundtrack part 32, to give everyone a nice but of re-vigor.
Ok good to know thanks!
You have a very personal way to make the game, when most of people think of the music late in the creative process, you seem to prioritize this, with environment and lighting. Though i'm a bit worried about the graphic card spec to run the game, it will stand out for sure.
Adsolution wrote:I can't legitimately begin building levels until the mechanics are solidified, which they are not yet, and they can't be until the rig is fixed, which I'm waiting on a very, very, very slowly-working friend for at the moment. I do have a good idea as to how each level will play out though, so given the time that has passed, these concepts have grown very strong.
I'm in LA right now, but once I'm back my main focus will be pushing out soundtrack part 32, to give everyone a nice but of re-vigor.
I'm very curious as to what the problem with the rigging is, does it have anything to do with his being limbless?
It's not actually a problem with the rig so much (additionally, limblessness makes things easier), rather the model, which is messy in a number of places. My friend is basically a professional modeller and rigger and knows a number of techniques I have less experience with, so we're working together on making it as good as possible.
Well one of the biggest reasons that Rayman became limbless is because the developers found it hard to animate them, so it would make sense that in 3d the same thing will happen, also that could be one of the main reason that in the animated series Rayman's movement looked a lot smoother comparing to (some) other characters.
Oh dear, the part at 0:58 it's just too fucking good, it has a bit of a Don't Starve feeling and reminds me a bit of Edward Scissorhand, I'm guessing you were going for the last one tho.