![]() ![]() So what does that mean for LoR's release? Well for once I truly feel confident that we are going to have a product to ship to you. We have far more control of our destiny now that we have ever had before. Ace has also been able to make better visuals and is picking up visual scripting as well. For the past 6 months I have been learning to develop and have made significant progress in developing the Unreal version of LoR. As one of the creators in LoR I have typically been involved in game design and testing but have not been apply to get deep into the code. A far more robust and stable game engine with room for future expansionĪll of these things are huge leaps for us. Enhanced visuals: Including full 3D colony scenesĤ. That made some waves and we lost of dedicated folks working on the project, but some really possible things have come from this decision.Ģ. In particular the visual scripting seemed like an interesting feature and I spent a few months looking around the internet at tutorials and wrapping my head around what was possible in Blueprints (Unreal's visual scripting system).Īfter debating the pros and cons of trying to finish in Unity vs starting new in Unreal we made the call in June 2019 to move to Unreal. We really thought that this may be an option for us given Unreal Engine's licensing system, visual effects quality, robustness, and visual scripting. The other issue was the $600 or more a month in licensing fees we would need to finish the game for a game engine we have spent years fighting with.įor some time Ace and I have looked into developing a side project alternative using the Unreal engine. This has cost us months of work over the years. We have had continued issues with Unity over the years and had grown tired of half implemented and broken features. After talking with the Unity team about our situation and trying some experimental porting of the game to Unity 2019 it became clear that the game would once again need to be fixed and secondly that we would need subscriptions. Unity has changed their licensing system from being one time pay to a subscription service. Lord of Rigel had been developed in Unity 4 and then upgraded and locked into version 5. Additionally we got hit with a second realization. ![]() What became clear last spring is that we did not have code that we felt comfortable in completing and that led to some disillusionment with the project. The second is that because of this the code base has had lots of fingers and mindsets in it. We have been reliant on others to implement our vision. Ace and I as the two creators have never been versed in code. ![]() One of the biggest issues with the Lord of Rigel code base has been developed by numerous coders. First was the number of bugs being found by play testers. A few things happened that made us slow down and practically grind to a screeching halt. Including having a functional AI and beginning to get espionage and tactical into place. Last winter/spring we were developing some of the late game features in Lord of Rigel. 2019 is almost over, but we are still alive. The first post comment would be incorrect and the second would be correct. The above are probably the short and sweet summation of comments on the forums. "We are dead!" "Omg 2019 is almost over!"
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