Ave Aspirants!
It's already time for [b]Preview #3[/b] of the [b]Blood & Sand[/b] 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!
In this Preview, let's dive deeper into the [b]Physics Overhaul[/b], [b]Optimizations[/b] and more [b]Career changes[/b]!
Combat - Physics Overhaul!
[b]Blood & Sand[/b] brings a pretty extensive Physics Overhaul. Now I want to preface this by saying, this kind of stuff will still happen:
[img src="https://clan.akamai.steamstatic.com/images/36402388/a0516bb27f46a6ae02a5cf7ca628d32f355e456a.gif"][/img] The game is designed like that! [i]Goofy antics intact.[/i]
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.
In the end, [b]I rebuilt the entire character-physics and physical animation systems in the game[/b]. I took some time to more properly understand the engine and implemented it this time "as it should be".
This was really worth it - the result is more quality and stable physics in general. Everything feels more realistic and fluid.
[img src="https://clan.akamai.steamstatic.com/images/36402388/d584a383a97c7b4ecc2dcb51bb24e8f847749126.gif"][/img]
[img src="https://clan.akamai.steamstatic.com/images/36402388/5cc74fbef05ae452bbed161c4e7f72d7f21ccec8.gif"][/img]
FPS and system stability
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.
Better death ragdolls
There are several ragdoll profiles now, which adds some cool deaths!
[img src="https://clan.akamai.steamstatic.com/images/36402388/dd356b6d8e700e78599282642da8dd9dd8d3cb1b.gif"][/img]death
Better Proportions (again!)
I feel like I do an improvement every Major Update on this, but this may actually be the last time.
The proportions and physics are oddly linked, so it only seemed right. [i]We Who Are About To Die[/i] 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.
Blood & Sand is no different! 'OLD' here is the currently live update.
[img src="https://clan.akamai.steamstatic.com/images/36402388/a49cbbe35a0c26bbcadaa7e618357e37f376df1a.png"][/img]
This time, the [b]character in the Career Menu has also gotten the same upgrade[/b]! That one was a few updates behind, and still looked especially cartoony.
The physics are also noticeably better here and so I made them more pronounced!
[img src="https://clan.akamai.steamstatic.com/images/36402388/40d3fe313bee6d4eb1ff8c5eb22fe0676d27d4c3.gif"][/img]
I've also redone and adjusted some of the animation stuff, like the general stance, and posing for 2 handers:
[img src="https://clan.akamai.steamstatic.com/images/36402388/bd5529b36c474c1968dd40da466a37785c501a93.png"][/img]
Just for fun, check out these old version of the proportions (which were already way less cartoony than start of development!)
Image #2 is from the [b]actual Early Access Release!![/b] It really highlights how far we've come already to me.
[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
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.
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.
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:
[img src="https://clan.akamai.steamstatic.com/images/36402388/91c94206bc189e5e3633cc3350bda1ee7b4e89bc.gif"][/img]
Optimisations
The engine upgrade we did should come with general optimization improvements. On top of that, characters have seen a decent performance upgrade.
Hand in hand with the animation upgrade, there's a pretty significant animation performance upgrade too across the board.
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:
Here's the old version (stop motion harsh frames at different Level-of-Detail). The numbers are how many frames are skipped.
[img src="https://clan.akamai.steamstatic.com/images/36402388/220d8a2930a0f58125b4f1ee6160bf9f69c764b7.gif"][/img]
And new, with fluid blending.
[img src="https://clan.akamai.steamstatic.com/images/36402388/e68188f5ac5e91cee2c81705fb0d11393d386b57.gif"][/img]
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.
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.
Career Menu changes
Shop Expansion!
[carousel autoadvance="true"][img src="https://clan.akamai.steamstatic.com/images/36402388/e6dedc8caeb3731ec7297cbd903fe2f36b0b32dc.jpg"][/img][/carousel][b]We've expanded the shop with two additional item slots - 8 total now -[/b] This means more items to choose from!
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.
[img src="https://clan.akamai.steamstatic.com/images/36402388/030e31cd29ec40d46beef4b44df252ec776e7ae1.png"][/img]
We’ve also upgraded the [b]resolution of shop icons[/b]. They’re now much [b]crisper and clearer[/b], making it easier on the eyes when browsing for new items.
Weekly Report
This update will introduce the [b]Weekly Report panel[/b], a major improvement to the player's post-match experience.
[img src="https://clan.akamai.steamstatic.com/images/36402388/f914096e5ad2fde01fd8854457df462f90ee77eb.jpg"][/img]
Previously, after a match, players were sometimes bombarded with many panels - battle reward, shop orders, repairs and more. Quite overwhelming. [b]With this update, all of the notifications are now neatly grouped into a Weekly Report panel[/b].
[img src="https://clan.akamai.steamstatic.com/images/36402388/231a7c80c328f79acd192b4726a64dabaed76d40.jpg"][/img]
Aside from that, the panel [b]also includes an overview of al the match bracket levels.[/b] This is an important mechanic of the game that was previously easy to overlook.
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]
[b]The old Timeline panel is also incorporated in the Weekly Report.[/b] It still shows upcoming matches and will highlight key events.
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!
This report menu is a first version, we're going to expand and polish it up at a later date.
WANNA PLAY NOW?
CALL #2 FOR CLOSED TESTERS!
[b]If you want to try Blood & Sand ahead of time:[/b]
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! [url="https://partner.steamgames.com/apps/workshop/973230"]Check out the game's [/url][url="https://steamcommunity.com/app/973230/workshop/"]Workshop[/url]!
[b]We're launching another round of closed testing - do you want to help out and play this update early?[/b]
[url="https://discord.gg/8PEutcdwf5" style="button"]Join our Discord[/url] - write an application in the channel [i]#closed-test-application[/i]
RELEASE DATE! SAND & BLOOD WHEN?
I'm pleased to say we're getting there and barring any disasters, want to release Sand & Blood...
[quote][b]>> Wednesday,[/b] [b]June 18th, along with a nice discount[/b].
[/quote]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
That's it for preview #3 of the Blood & Sand update!
Want to [b]stay up to date[/b] on the game and studio's development?
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We who are about to die salute you,
Jordy
