Underrail Forum

Underrail => Development Log => Topic started by: Styg on May 15, 2020, 10:53:57 pm

Title: Dev Log #66: Shiny Particles
Post by: Styg on May 15, 2020, 10:53:57 pm
Hi guys,

We're slowly wrapping up the work on the next content update for Underrail. This one is going to be mostly oriented towards the water areas in terms of content, and, as hinted before, will also feature mechanical changes to psi. It's coming soontm and I don't really have anything more to say about it until it arrives, so instead I'll show you something cool that we've made for Infusion.

(https://underrail.com/images/Infusion/Particles/cut.gif) (https://underrail.com/images/Infusion/Particles/bloodSplatter.gif) (https://underrail.com/images/Infusion/Particles/explosion.gif) (https://underrail.com/images/Infusion/Particles/rain.gif) (https://underrail.com/images/Infusion/Particles/spark.gif) (https://underrail.com/images/Infusion/Particles/dust.gif)

We're developing a particle system for the updated engine that will allow us to quickly make nice looking and varied effects. Besides being an upgrade to the previous system visually, the more important aspect of it is that it will allow me to more easily add new psi, special, and item abilities, because now I can quickly make effects for those, which was the most tasking part of the process. Also, the level designers will be able to use the new system to further customize the areas and really bring the environment to life.

Speaking of which, we now have an additional team member working full time on level and quest design, as well as writing, so we're going to be able to produce more content faster in the future. We're planning on at least one more major content update after this one, but, of course, at some point we're going to have to focus more on Infusion.

Let us know how you like new visuals.

Cheers.
Title: Re: Dev Log #66: Shiny Particles
Post by: UnLimiTeD on May 15, 2020, 10:57:43 pm
Spiffy.

So this will essentially generate effects based on parameters, so you don't have to do it by hand?
Title: Re: Dev Log #66: Shiny Particles
Post by: ProfessorMinius on May 15, 2020, 10:59:18 pm
This looks amazing! I hope that you guys will add effects such as gibbing on explosives and more varied death animations! Keep up the good work!
Title: Re: Dev Log #66: Shiny Particles
Post by: Azura_04 on May 15, 2020, 10:59:39 pm
Cool. This should add some flavor to the game.
Title: Re: Dev Log #66: Shiny Particles
Post by: Mac Orion on May 15, 2020, 11:13:55 pm
Spiffy.

So this will essentially generate effects based on parameters, so you don't have to do it by hand?

yes, something similar to unity or unreal but just for isometric
Title: Re: Dev Log #66: Shiny Particles
Post by: nosaM on May 16, 2020, 12:55:46 am
I think the better lighting will go a long way for burrower dens, and the sormiraerren graveyard. Oops forgot infusion is a different game.

Can't wait to light people on fire, with better effects.
Title: Re: Dev Log #66: Shiny Particles
Post by: Vokial on May 16, 2020, 05:59:54 am
Nice to hear about recent news about the game.

Having blood is a great addition and certainly make the combat more satisfying. While I undersand that it being bright will makie it more visible in front of a dark enviroment,but please adjust the color of it, to dark red, even a little claret if you can.
Title: Re: Dev Log #66: Shiny Particles
Post by: Mac Orion on May 16, 2020, 10:24:35 am
Nice to hear about recent news about the game.

Having blood is a great addition and certainly make the combat more satisfying. While I undersand that it being bright will makie it more visible in front of a dark enviroment,but please adjust the color of it, to dark red, even a little claret if you can.

yep those are unlit, in darker areas they will be much darker, the system allows us to have more control over the particles so something like adjusting the color will be much easier than before. The blood will be fine tunded a bit so dont worry i will make it a bit more crimson.
Title: Re: Dev Log #66: Shiny Particles
Post by: Mindless on May 16, 2020, 03:35:29 pm
Good job, I like it!
Just one question - how it will affect areas by using many particles? The fetid marsh :P
Title: Re: Dev Log #66: Shiny Particles
Post by: Mac Orion on May 16, 2020, 03:52:34 pm
Much better since the logic and visual are decoupled and it is possible to scale down the visual depending on the scene. The fetid marsh is cpu bound not gpu bound.

And yeah, the system is only for infusion, not the base game.
Title: Re: Dev Log #66: Shiny Particles
Post by: Picard on May 17, 2020, 09:18:06 am
I want it now !!   
Amazing work, all of you, Stygians  !  ;) ;)
Title: Re: Dev Log #66: Shiny Particles
Post by: Pruvan on May 17, 2020, 10:56:01 am
Mechanical changes to psi.

Any specific information available about this? I'm quite intrigued.
Title: Re: Dev Log #66: Shiny Particles
Post by: TheAverageGortsby on May 17, 2020, 01:55:10 pm
it will allow me to more easily add new psi, special, and item abilities, because now I can quickly make effects for those, which was the most tasking part of the process.
I look forward to seeing how quickly you can roll out nerfs with this new system, Styg.  It'll really streamline the Player Anguish Pipeline.  ;D

Speaking of which, we now have an additional team member working full time on level and quest design, as well as writing
Welcome, new team member!

Any specific information available about this? I'm quite intrigued.
See for example: https://underrail.com/forums/index.php?topic=5473.0

or the surely-not-at-all ominous
I'm sure you'll all be very happy with the changes, but just in case you might want to experience psionic characters in their current form before that happens.
from: https://underrail.com/forums/index.php?topic=5498.0
Title: Re: Dev Log #66: Shiny Particles
Post by: Shabby on May 19, 2020, 01:31:25 am
So the water area's are getting updated? That is awesome, though it does make me wonder, since essentially if you try to access the DLC super early by stealing a jetski the game breaks (aka every one in the DLC is hostile and the shop owner is hostile (Despite not being detected by one one while stealing the jet ski) as well as the entire core city if you get to the dock on the stolen jet ski) will there be an option to get early game jet ski access? Say buy it off the some black eels in the Junkyard? Getting to explore the water areas only after going through the DLC felt kinda bad.
The access to the DLC could be blocked by a gang of high level pirates so people don't try some cheeky stuff.
Looking forward to the new updates and to the infusion!
Title: Re: Dev Log #66: Shiny Particles
Post by: ComicWallet on May 19, 2020, 03:54:11 am
With these new graphical improvements, will it raise the System Requirements for the next game in a significant way?
Title: Re: Dev Log #66: Shiny Particles
Post by: TheAverageGortsby on May 19, 2020, 04:28:56 am
Given that UnderRail's current system requirements are basically:
CPU: Yes
GPU: Preferably

even a significant increase probably wouldn't be too burdensome :P
Title: Re: Dev Log #66: Shiny Particles
Post by: Styg on May 19, 2020, 08:46:23 am
With these new graphical improvements, will it raise the System Requirements for the next game in a significant way?
Yes, for sure, but I cannot say to what extent yet.
Title: Re: Dev Log #66: Shiny Particles
Post by: nosaM on May 19, 2020, 11:40:28 am
So the water area's are getting updated? That is awesome, though it does make me wonder, since essentially if you try to access the DLC super early by stealing a jetski the game breaks (aka every one in the DLC is hostile and the shop owner is hostile (Despite not being detected by one one while stealing the jet ski) as well as the entire core city if you get to the dock on the stolen jet ski) will there be an option to get early game jet ski access? Say buy it off the some black eels in the Junkyard? Getting to explore the water areas only after going through the DLC felt kinda bad.
The access to the DLC could be blocked by a gang of high level pirates so people don't try some cheeky stuff.
Looking forward to the new updates and to the infusion!

You can steal a protectorate cruiser from the protectorate docks, but the snipers and lack of choke points make the battle a pain.
The earliest I have made it to the DLC area is level 13.
Title: Re: Dev Log #66: Shiny Particles
Post by: ComicWallet on May 19, 2020, 05:43:28 pm
Given that UnderRail's current system requirements are basically:
CPU: Yes
GPU: Preferably

even a significant increase probably wouldn't be too burdensome :P
I use a low spec laptop to run Underrail, and it doesn't give me too much trouble, but any more intensive requirements might be too much for my computer.
Title: Re: Dev Log #66: Shiny Particles
Post by: Shabby on May 19, 2020, 07:54:34 pm
You can steal a protectorate cruiser from the protectorate docks, but the snipers and lack of choke points make the battle a pain.
The earliest I have made it to the DLC area is level 13.
Yeah, i did notice that, but that battle is indeed a real pain, something i tried doing on my Balor's Hammer character and oof, snipers shooting out of fog of war, flashbangs and EMP grenades made that the biggest pain in existence, the sad part was that the jet ski there got destroyed in the fighting for me.
I say that battle is a pain and i cleared out the entire protectorate base on that character.
Title: Re: Dev Log #66: Shiny Particles
Post by: `louse` on May 26, 2020, 07:23:53 am
Based on the scale of the animation, but I think the fragments from the explosion are a little bigger than necessary. What do you think?
... And the color is bright.
Title: Re: Dev Log #66: Shiny Particles
Post by: brobotics on May 27, 2020, 10:55:28 pm
very exciting stuff you guys!!!
Title: Re: Dev Log #66: Shiny Particles
Post by: dehoyos on May 31, 2020, 02:42:57 pm
Looks cool!
Title: Re: Dev Log #66: Shiny Particles
Post by: mercy on June 12, 2020, 12:46:22 pm
Nice work guys! Particles look amazing!  Also put into the new engine they look fabulous. Congratulations!
Title: Re: Dev Log #66: Shiny Particles
Post by: Elite on June 30, 2020, 06:03:36 pm
Looks like those of you running on toasters will need to consider an upgrade  ;)
Title: Re: Dev Log #66: Shiny Particles
Post by: Crows on June 30, 2020, 10:54:54 pm
Looks like those of you running on toasters will need to consider an upgrade  ;)

Gonna have to switch to playing it on my fridge...
Title: Re: Dev Log #66: Shiny Particles
Post by: Pruvan on July 16, 2020, 08:43:17 pm
We're slowly wrapping up the work on the next content update for Underrail. This one is going to be mostly oriented towards the water areas in terms of content, and, as hinted before, will also feature mechanical changes to psi. It's coming soontm

Since it's been 2 months, do you happen to have an estimate yet for when we might expect the next update? I was thinking of starting a run as a psi character, but I don't want the changes to psi and the mid-game to be released right in the middle of a fresh run. Would rather wait for the update in that case, if it's going to come out in less than a month or so.

If it's going to be several more months I can obviously safely finish a run before the update drops.
Title: Re: Dev Log #66: Shiny Particles
Post by: TheAverageGortsby on July 16, 2020, 09:02:04 pm
If it's going to be several more months I can obviously safely finish a run before the update drops.
In the announcement mentioning the changes (https://underrail.com/forums/index.php?topic=5498.0), Styg said the patch would be in beta for a good while to allow for bug checking, feedback, and any necessary balancing.  As long as you opt out of the beta channel, you should have several months even after the patch is first released, assuming the plan remains the same.
Title: Re: Dev Log #66: Shiny Particles
Post by: Kiki on September 08, 2020, 06:31:00 pm
afraid it won't run on my computer
Title: Re: Dev Log #66: Shiny Particles
Post by: boi on September 08, 2020, 07:03:54 pm
Even with these particle effects the game should run on any hardware that has been commercially available in the past 15 years.

My computer is 6 years old and while running the game the CPU usage goes up to a whopping 15% while the GPU stays at 7% and jumps to 8% when there's lots of explosions on the screen.