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Inner Circle Update for February 11 2018!

🕑 Added 2018-02-11 20:35:12 +0000 UTC
Inner Circle Update for February 11 2018!

Comments

AltairPL

I really hope for 0.07, but it will most likely still contain few minor but hard to root out bugs and glitches... at least known ones ;)

Maybe 0.07 or 0.08 URGE will make a debut?

AltairPL

Too buggy and too unfinished ;).

I guess URGE still too buggy.

Somnovox

So, correct me if I'm wrong, but weren't you ditching RPG Maker at some point? Wasn't that the point of the new engine work? At least that's how I've interpreted it.

Unfortunately there's no way around the performance issue besides coming up with an alternative for Sprite lighting for RPG Maker. It just can't do the blending required without the performance hit-- it's already optimized as much as it can be. Remember that RM has to do everything with CPU and can't access the graphics card, and some low level stuff can't be modified :/. If we can come up with something that kinda works and still uses the assets this lighting system requires it'd be ideal, since you could switch to that if the stuttering gets annoying.

MangoFishSocks

Agreed with Midnightrogen. This project has come so far, both before and after the graphics overhaul, and taking the lesser road feels like it'd be a disservice to your earlier work. I will happily wait for you to figure it out if you do decide to work around the performance hits. Worth it in the end, IMO. About Malise's new attack style. It fits better. Two guns, two shots. Maybe balance it out to be more high risk high reward with, say, 70% of Neon's damage output on comparable weapons per shot resulting in 140% damage total but lowering the accuracy stat on both shots (calculated separately) by 20% since it's a full-sized rifle held with both hands and a buttstock resting on the shoulder vs. handheld pistols. Play around with those values for balance, of course. You could change her double shot skill to a mag dump skill targeting a random enemy with each shot. Perhaps tie the amount of shots and damage of each shot to the current weapon, so regular pistols would be ~24 total shots while revolvers would be 12 and balance damage per shot around amount of shots. Just as an extra, of course. Excited for the near future. No eye candy this time around, though. ):

Jamie C.

NEON!!!!! She looks so amazing :) so happy you guys show her off. so excited for the release....my heart is hammering at being able to play this hopefully this year. Idk the full release but i hope at least by 2019

i would go with the faster release at the point that i then still get a good feeling about the game that it will be even better at the final release. This are still "game-parts" and not the finished game... so if it got some issues here and their, that would be fine by me

Somnovox

I'd rather you get it all settled out properly. No performance hits to be had. You've worked so long and hard so far to get things right, no sense in taking shortcuts now. Lookin' good, by the way. Can't wait, guys!

Jon P

Agree with everyone: performance hit (or even skipping sprite lighting entirely while we're stuck in RPG Maker) is totally fine. Just excited to see the new game theme/art direction fully fleshed out and then eventually in a proper engine like URGE. (Essentially I know from a financial perspective you strive for regular releases, but from a player's perspective I'd prefer to kiss RPG Maker goodbye and have all the dev time go towards URGE. Or at least avoid work that will be useless once you switch.)

Olinn

i've been pretty anxious for v0.06 so i'd be happy to deal with some minor performance issues if it gets us the release faster. at least so long as those performance issues can be fixed as the development progresses.

Spencer

Yeah same and plus any hit would only be a couple seconds right?

Dundidleedoodle

Im fine with the performance hit if it pays off next patch.


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