Ave Aspirants!
[p]It's already time for Preview #3 of the Blood & Sand update! We're getting closer and closer to the update release - we'll reveal the release date for the Blood & Sand update at the end of this post![/p][p][/p][p]In this Preview, let's dive deeper into the Physics Overhaul, Optimizations and more Career changes![/p]Combat - Physics Overhaul!
[p]Blood & Sand brings a pretty extensive Physics Overhaul. Now I want to preface this by saying, this kind of stuff will still happen:[/p][p][img src="https://clan.akamai.steamstatic.com/images/36402388/a0516bb27f46a6ae02a5cf7ca628d32f355e456a.gif"][/img] The game is designed like that! Goofy antics intact.[/p][p]As seen in Preview #1, Blood & Sand has hit-reaction animations now, where in the past this was a pure (often crazy) physics impulse. This has been made far more subtle and that's what lead me to the physics again. [/p][p]In the end, I rebuilt the entire character-physics and physical animation systems in the game. I took some time to more properly understand the engine and implemented it this time "as it should be". [/p][p]This was really worth it - the result is more quality and stable physics in general. Everything feels more realistic and fluid.[/p][p][img src="https://clan.akamai.steamstatic.com/images/36402388/d584a383a97c7b4ecc2dcb51bb24e8f847749126.gif"][/img][/p][p][img src="https://clan.akamai.steamstatic.com/images/36402388/5cc74fbef05ae452bbed161c4e7f72d7f21ccec8.gif"][/img][/p]FPS and system stability
[p]One major boon from these overhauled physics is that the game is more FPS stable - actually (technically) playable at something like 5 FPS for the first time. This means in general, whether you're playing at 30 FPS or 200 FPS, the physics should behave closer to how they're designed.[/p]Better death ragdolls
[p]There are several ragdoll profiles now, which adds some cool deaths![/p][p][img src="https://clan.akamai.steamstatic.com/images/36402388/dd356b6d8e700e78599282642da8dd9dd8d3cb1b.gif"][/img]death [/p]Better Proportions (again!)
[p]I feel like I do an improvement every Major Update on this, but this may actually be the last time. [/p][p]The proportions and physics are oddly linked, so it only seemed right. We Who Are About To Die has evolved over the past ~10 years from a fairly cartoony game to more stylised-realistic. The biggest change was the child-like-cartoony-big-head proportions of characters, which have constantly evolved to be more realistic. [/p][p]Blood & Sand is no different! 'OLD' here is the currently live update.[/p][p][img src="https://clan.akamai.steamstatic.com/images/36402388/a49cbbe35a0c26bbcadaa7e618357e37f376df1a.png"][/img][/p][p]This time, the character in the Career Menu has also gotten the same upgrade! That one was a few updates behind, and still looked especially cartoony. [/p][p]The physics are also noticeably better here and so I made them more pronounced![/p][p][img src="https://clan.akamai.steamstatic.com/images/36402388/40d3fe313bee6d4eb1ff8c5eb22fe0676d27d4c3.gif"][/img][/p][p]I've also redone and adjusted some of the animation stuff, like the general stance, and posing for 2 handers:[/p][p][img src="https://clan.akamai.steamstatic.com/images/36402388/bd5529b36c474c1968dd40da466a37785c501a93.png"][/img][/p][p]Just for fun, check out these old version of the proportions (which were already way less cartoony than start of development!) [/p][p]Image #2 is from the actual Early Access Release!! It really highlights how far we've come already to me.[/p][carousel autoadvance="true"][img src="https://clan.akamai.steamstatic.com/images/36402388/031451b32784e899d752236e34547dae3147f48f.jpg"][/img][img src="https://clan.akamai.steamstatic.com/images/36402388/be3362c88caac526e4627be1a8c97e15c841012f.png"][/img][/carousel]Better Physical Animations
[p]The physical animations -- where it blends between an "active ragdoll" and animations during combat (after hit etc) have been improved and balanced. Generally speaking, again, movement is more realistic and fluid.[/p][p]Especially during low stamina, the physics no longer completely take over the body, instead you still maintain decent control but there are more animation driven cue's that a character is out of gas. [/p][p]To rebalance this, general damage output of a low-stamina hit is lower. (as previously, it relied on floppy arms more). Here it is again from Preview #1:[/p][p][img src="https://clan.akamai.steamstatic.com/images/36402388/91c94206bc189e5e3633cc3350bda1ee7b4e89bc.gif"][/img][/p][p][/p]Optimisations
[p]The engine upgrade we did should come with general optimization improvements. On top of that, characters have seen a decent performance upgrade. [/p][p]Hand in hand with the animation upgrade, there's a pretty significant animation performance upgrade too across the board.[/p][p]We've also fixed the super-framerate-y look of distant Aspirants and Audience. Basically, the farther a character is the more animation frames we skip. But in the past, this skipping was harsh like stop motion. Now it's made fluid in 90% of cases. This has the extra effect that we can actually skip way more frames -- it looks much better AND is more performant! It's hard to see well on a GIF, but:[/p][p]Here's the old version (stop motion harsh frames at different Level-of-Detail). The numbers are how many frames are skipped.[/p][p][img src="https://clan.akamai.steamstatic.com/images/36402388/220d8a2930a0f58125b4f1ee6160bf9f69c764b7.gif"][/img][/p][p] And new, with fluid blending.[/p][p][img src="https://clan.akamai.steamstatic.com/images/36402388/e68188f5ac5e91cee2c81705fb0d11393d386b57.gif"][/img][/p][p][/p][p]Lastly, the many dust, fog and other particle effects in the game has gotten a pass, replacing transparency with a technique called dithering where-ever possible, and redesigning and optimizing some key effects from the ground up. [/p][p]Again a benefit here is more effects are possible as they are much cheaper, so sandy-arena battles should get way more dusty for example! And this should be a nice boost to FPS and FPS stability.[/p]Career Menu changes
Shop Expansion!
[carousel autoadvance="true"][img src="https://clan.akamai.steamstatic.com/images/36402388/e6dedc8caeb3731ec7297cbd903fe2f36b0b32dc.jpg"][/img][/carousel][p]We've expanded the shop with two additional item slots - 8 total now - This means more items to choose from! [/p][p]To make room for the extra items, we’ve rearranged the layout slightly. You’ll now find the reroll button, as well as shop-discount and -refund info, located at the bottom of the shop.[/p][p][img src="https://clan.akamai.steamstatic.com/images/36402388/030e31cd29ec40d46beef4b44df252ec776e7ae1.png"][/img][/p][p]We’ve also upgraded the resolution of shop icons. They’re now much crisper and clearer, making it easier on the eyes when browsing for new items.[/p]Weekly Report
[p]This update will introduce the Weekly Report panel, a major improvement to the player's post-match experience. [/p][p][img src="https://clan.akamai.steamstatic.com/images/36402388/f914096e5ad2fde01fd8854457df462f90ee77eb.jpg"][/img][/p][p]Previously, after a match, players were sometimes bombarded with many panels - battle reward, shop orders, repairs and more. Quite overwhelming. With this update, all of the notifications are now neatly grouped into a Weekly Report panel. [/p][p][img src="https://clan.akamai.steamstatic.com/images/36402388/231a7c80c328f79acd192b4726a64dabaed76d40.jpg"][/img][/p][p] Aside from that, the panel also includes an overview of al the match bracket levels. This is an important mechanic of the game that was previously easy to overlook. [/p][p]Each match type has its own level. A player's level can be lower than a match’s bracket level, but never higher. When a player levels up, all bracket levels increase accordingly, keeping progression consistent across the board. [img src="https://clan.akamai.steamstatic.com/images/36402388/f62824f714575ffa588e5aca0b1d085f31190aa3.jpg"][/img][/p][p]The old Timeline panel is also incorporated in the Weekly Report. It still shows upcoming matches and will highlight key events. [/p][p]The Weekly Report panel can be easily accessed via the button at the top of the Career menu. The ideal place to plan your next move![/p][p]This report menu is a first version, we're going to expand and polish it up at a later date.[/p][p][/p]WANNA PLAY NOW?
CALL #2 FOR CLOSED TESTERS!
[p][/p][p]If you want to try Blood & Sand ahead of time:[/p][p]We are currently in the debugging and polish stage of this update and we can use your help! Thank you to the active testers already who have helped a ton and made some really cool profiles! Check out the game's Workshop![/p][p][/p][p]We're launching another round of closed testing - do you want to help out and play this update early?[/p][p]Join our Discord - write an application in the channel #closed-test-application[/p][p][/p]RELEASE DATE! SAND & BLOOD WHEN?
[p]I'm pleased to say we're getting there and barring any disasters, want to release Sand & Blood... [/p]Zitat:
[p]>> Wednesday, June 18th, along with a nice discount. [/p]
[p]Not long now! Please mark the date and help us have a great update and Sandbox/workshop launch by sharing the news with friends. <3[/p][p]That's it for preview #3 of the Blood & Sand update! [/p][p][/p][p]Want to stay up to date on the game and studio's development? [/p]- [p]DISCORD[/p][/*]
- [p]NEWSLETTER[/p][/*]
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