Backend Improvements & New Server Provider
While working on PROXIMA we pay a lot of attention to the quality of our codebase. We had to do a lot of work in transition from the prototype stage to Pre-Alpha and one of the most challenging things was switching our server solution which also led us to rewrite a major part of the game code in order to move to native UE4 replication, however the time we invested will turn into a lot of benefits. We had a lot of issues with our previous server provider but now they are gone. The Unreal Networking is powerful and secure, and the new server provider we got in contact with is giving us a great support and technical assistance. So from now on we expect everything to be extremely smooth on this part! I guess you would agree: network performance, server stability and better protection from cheaters are very important for a multiplayer game. And we want our players to have the best possible experience while playing PROXIMA. We will continue expanding and polishing our codebase which includes replacing prototype functionality which is based on Unreal Engine blueprints with a C++ code. By doing that we not only intend to improve performance, stability and security of the game but also make a solid base for our upcoming MOD SDK. But let’s finish with the technical stuff and talk about something more interesting!Cinematic Trailer
The cinematic trailer we have released in April this year was the result of around 3 months of work. All scenes from the trailer are made in realtime in UE4. In the trailer we wanted to highlight some of the most interesting game features. Such as:- Dynamic time of day.
- Dynamic weather system.
- The large-scale open-world environment.
