New trailer
Whilst you are making dreams come true, how's about HDR10?Fizzgig once you go ultra wide, then going ultra-ultra wide isn't that big of a deal.. so yes.. out of the box:
proof:
no textures, means no blur, no stretching.. crisp for miles
Awesome, you've got a purchase from me then :DFizzgig once you go ultra wide, then going ultra-ultra wide isn't that big of a deal.. so yes.. out of the box:
proof:
no textures, means no blur, no stretching.. crisp for miles
The game continues to look great.Hi Everyone,
It's extremely busy at the moment, but did want to do a small update through a bunch of gifs
First off more discovery cinematics (might rename this), but now during combat when a major capital ship arrives, you get a little intro:
In between mission production and QOL improvements, I had a little sanity fiddle with the Title Sequence, shan't spoil it, but the ending now transitions smoothly into the main menu.. kinda happy with it, I love making things slick and smooth, give it that AAA like level of attention. (I don't sleep much..;)
Here are a number of shots done via the photomode of mission situations I've been working on
A little shot of one of the setpieces at a sunken temple that's been revealed. These were all shownbefore, but the new shadows on water (it's a tech art holy grail, even the Xbox floating cube on water anim doesn't have that.. muhahaha) does add a lot, as does the new DOF option for camera mode.
One of the things that I really enjoy in the hand made campaigns is getting the perfect locations for ships to park in a battle. As a lot of it is generated, it's nice to have that option in the stories. Like here where one of the bosses , a Dreadnot is taking on a Mancer Questor on the edge of the Maw
And finally a quick shot of some pirates, that shows of shadows and reflections on the water. One of the reasons is that depth blend effects such as the little water edge foam where ships intersect the water and the little hint of the ship's hull underwater, require a depth buffer and the ocean to then be slightly transparent (otherwise the depth cant render into it).. That usually negates shadows , as those require something solid for the shadows to "fall"on,, but due to a quirck of the (poetically) built-in or older Render Pipeline I'm using, It is actually possible with some fiddling (had help on this one) to actually combine something where the fancy new pipeline gets stuck. hurrah
Also the Discord got verified,, and new stuff there will kick off in the coming weeks as well
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Soar through the skies aboard a majestic warbird, explore a stunning oceanic world and engage in epic aerial dogfights, in this BAFTA-nominated air combat game from solo developer, Tomas Sala.store.steampowered.com
Cheers
Tomas
Ooo baby. If I can't have it in VR, ultrawide is the next best thing.Fizzgig once you go ultra wide, then going ultra-ultra wide isn't that big of a deal.. so yes.. out of the box:
proof:
no textures, means no blur, no stretching.. crisp for miles
That's what I figure, yeah.Ohhhh sweet! I presume it'll be exclusively shown at pre-show and then premiered at 18:00 CEST?