Hi everyone ! Since the 2.0 came out in end July 2022, I've taken some time off to recharge my "creative batteries", but I also kept working on the demo to improve it, fix bugs, and bring few more cherries to the cake =) The goal remains the same : shift to a new project in my own IP, but SWR is still the best learning sandbox I have to this date, so that's why you may still see improvements on it. I'm also working on the scenario, mostly the origins of the Force-users of Lumberia. The story I want to tell will not lean towards Skywalkers, but explore. Explore new planets, new areas, new characters, to have a new story and a new journey in the end. This may never be finished, but just in case the project enters in production in the future, I think the initial base that will ensure it's going in a good direction is to have a solid scenario, a real vision that embraces the story from its core to its far far away details. I also want to keep a lot of doors open-able for potential divergences, secondary quests, or simply further detailing ;)
Both videos covers all new things available in this new version (sorry for posting so late on artstation by the way !)
Please find here all the improvements made in the last update (2.5) :
- Added Jump recover anim/code, depends on player's speed
- Fixed a bug preventing jump repeat to cut jump start animation
- Reworked Dash logic, so it responds better to player's input & design choices
- Added a Air-to-Ground attack, offers another way to bring devastating attacks
- Modified max dezoom amount (800 to 1000)
- Added a "Force Order 66" option (in menu/pause/GameOver UI menus). Activating this will skip Order 66 timer on Training Room & Coruscant space, so you can dive in combat directly
- Fixed bad Mevenn's posing in the ARC-170 driver seat
- Adjusted v3 look of Phase 2 ARC Trooper
- Adjusted rig of Phase 2 ARC Troopers so they can use LOD systems. Generated LOD, so they are less performance hungry
- Fixed the "Air-to-ground" attack transition to swimming movement mode (was missing)
- [Lumberia Temple] Adjusted the "two-lakes" Cave exit "rock table" visual stability
- [Lumberia Temple] Adjusted all bushes, so they can block player and projectiles, and then adjusted some of them to keep the platforming good to explore
- [Lumberia Temple] Refined level art of the "return to level pathway" on the beginning of the level (near the first group of clones)
- [Lumberia Temple] Added random Time of day (on this map only, may change later, but I think it won't benefit to other environments as it does for Lumberia Temple) and adjusted lighting/Post-process to remain consistent throughout whole day & night
- [Lumberia Temple] Refined lighting points (so the map looks also cool at nighttime)
- [Lumberia Temple] Added more VFX of "lightbulbs" when there are grass packs with glowing seeds
- [Lumberia Temple] Added more areas where Mevenn's footsteps triggers lightbulbs (mostly visible in caves)
- [Lumberia Temple] Fixed an odd-looking rift mesh on the first staircase near default player start
- [Lumberia Temple] Closed a remaining hole near the v1 player start and on the rift near the first river we can cross
- [Lumberia Temple] Fixed a huge drop of FPS when facing the Temple by temporarily disabling cinematic graphic mode, so at the moment Ultra=Epic, I'll see if/how I can overcome the issue which has to deal with distance culling on particle systems being uncapped for cinematic mode
- [Jedi Archives] : fixed spawn logic of Jedi Knights (they were never unloaded, causing an imbalance in faction placements), fixed also the "sewers" Clones spawn logic, so they could spawn more evenly through the pipes
- Added DLSS support (nVidia RTX cards only). You can disable it in the options if you want. It's on by default. When enabled, this gives a significant improvement of frames per second, so the game and all mechanics responds more efficiently
- Added VFX trigger on jump end animations (especially visible on Geonosis/Lumberia environments)
- Fixed a bug of a curious sphere being visible in main menu
- Fixed some over-decimation issues on Detla-E Starfighter, so the interior control board looks better
- Added Diablo 1 Potions Easter eggs in Lumberia Dungeon level
- Modified HealOrbs in Lumberia Dungeon level, so they represent more clearly the Diablo Easter egg
- Added more movement to HealOrbs
- Fixed HealOrbs collision offset issue
- Improved transparent glass shader
- Improved hit feedback on enemies with a real push when they get hit in addition to the animation
- Fixed anim logic on hit feedback, so this doesn't glitch anymore
- Modified the tree/bush leaves, so they look more "fluffy-esque"
- Revamped Oak tree's trunk/branches model & textures, so they look definitely stylized
- Fixed jump_end anim bug that kept on playing the static recover when you start running again too quickly after it
- Fixed jump_end logic that was preventing player to attack during the animation
- Fixed a bug where multiple Mevenn models were visible on speederbikes
- Fixed a bug in anim of hit feedback on enemies where an additional impact offset was still there
- Improved Camera path interaction to reduce "jump-zooms"
- Fixed camera collision on enemy death (this also gave "jump-zooms" that might have appeared as glitches)
- Fixed issue with collisions on bushes that were triggering too many decals and particle systems
- Added more persistent parameters through sessions (using SWRSaveGame.sav file), like : Difficulty mode, DLSS, Force Order 66, Full Elite Mode, Resolution (needs DLSS off in order to work), Gamma, Saber VFX, Audio settings & UI mode ON/OFF. This way, you don't need to adjust the game every time you launch it
- Adjusted Emissive to react better with eye-adaptation
- Fixed a bug where Mevenn could capture the same ForceGhosts several times, resulting in a graphical issue
- Added volumetric lights on ForceGhosts, with shadows so it brings a better immersion
- Adjusted ForceGhosts looks so they look more skeleton-ish
- Added effects when gathering a ForceGhost and dimmed the glow effect when gathering a HealOrb or a ForceGhost
- Added lighting & burst VFX to all StarDestroyer's reactors
- Adjusted Delta-E missile's trails/self-destruct VFX
- Adjusted Aeten II lighting
- Improved planet shader to give a better result of light/shadow transition
- Added a few options for color vision deficiency support (Normal (Default, use it if your vision is OK), Deuteranope (Green weak/blind), Protanope (Red weak/blind), Tritanope (Blue weak/blind))
- Fixed tiling problems on Geonosis background textures/materials
- Fixed a bug that prevents Forceghost to follow Mevenn during the capture animation
- Improved Destroyers turret projectile's impact VFX to look more volumetric
- Added a reset button near Gamma, Resolution, and each Audio settings, so you can quickly recover default values
- Added Auto-parry 360° to the attack air-2-ground, all projectiles will be parried in random directions except if player toggles parry (only facing projectiles will be sent back to opponents)
- Added Auto-parry to both dash attacks, facing projectiles will be parried in random directions except if player toggles parry (only facing projectiles will be sent back to opponents)
- Restored Bubble VFX during swimming mode
- Added lightbulbs VFX in Lumberia ruins
That's all for this one =) I wish you a lot of fun with it !