Shroud of the Avatar: Pre-Alpha Test Release 6 Instructions Posted

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Starr Long has posted the instructions for Release 6, the sixth pre-alpha test release of Shroud of the Avatar, to the game’s website. Release 6 begins tomorrow morning, and continues through the weekend.

Here’s the list of features and changes you can expect to see in this latest release:

  • Visual Improvements: We really want to improve the quality of our visuals to a point that we feel competitive with modern games. To that end we are allocating time each release for some ongoing work. Here is just a short list of some of the things we are working on for Release 6 in the area of visual improvements:
    • Lighting Fine-Tuning: With the switch to the new lighting model we now have to retune our lighting levels across the board. Tuning and balancing the brightest day and the darkest night takes some time. It is a careful dance to get a strong contrast between well lit areas and dark shadows. We want light sources to mean something in underground areas and at night so they will be dark. This means having a torch and/or light spell handy is a really good thing. We also introduced tone mapping in R4 which is a technique that simulates your eye irising back and forth. This technique also requires careful tuning to get the brightening and lightening just right. Tune it too bright and we obviate the need for any light sources, tune it too dark and you won’t even notice it.
    • Shaders: Right now we use very simple specular and bump mapping shaders. We are going to investigate some other shader types including Relief and Detail that might create more details in our textures.
    • Characters: We have several efforts in progress including getting our skin shader happy with the new lighting, polishing movement and combat animations, and fixing wearables sorting issues. After we get those issues sorted we can move on to making hair better but we are waiting for our transition to Unity 5 for that so we can take advantage of some new features there.
    • Environment Art: For performance optimization we had originally kept the number of triangles in our buildings, walls, dungeons to an absolute minimum. Recent performance analysis suggests we are not bound by this constraint so we are going back through and adding geometry to some assets so that they will look better in lighting. For Release 6 we are focusing on Dungeon and Castle Walls to make them not be such flat planes.
  • Crafting: We now have specific animations and tools for each crafting table so we will replace the default animation in Release 6 with these specifics. We will also take a pass on alignment and sorting issues related to crafting tables. As a stretch goal we may try to add some more sound and visual effects to crafting and harvesting
  • Combat: Our first pass at abilities in R5 did not include secondary effects like stun, knockback, root, etc., nor did many of them have visual effects. And in some cases they didn’t work at all (I’m looking at you Light spell!). For R6, we will be finishing out those abilities and adjusting the casting animations to work better with equipped weapons. We are also fixing some blending bugs that prevented many of the weapon animations from displaying properly. Once we address all these issues, we can resume work on card combat, deck building and the death system for Release 7 and 8. We are also going to take a pass at better color coding for combat floaties. Finally we will work weapon sheathing and unsheathing functionality so that we can explicitly know if you are ready to talk or kill!
  • Looting: We are making some architectural changes to how we create, store, and transmit data in containers (chests, corpses, player houses, inventory, etc.) that should fix some of the looting exploits, like the one where all players could loot the same corpse equally, and corpses could be looted multiple times just by exiting and reentering a scene. We are also going to work on fixing issues related to targeting a corpse.
  • Emotes: We will be working on some improvements to emotes that include looping emotes (dancing, conversation, etc.). We will also make it so when you are chatting we will play the convo emote automatically.
  • Dialog: We are going to do an overall sanity pass on all dialogue, making sure it meets our standards on quest accessibility, making NPCs respond to more things, and that as many responses as possible are accessible through the dialogue tree.
  • Navigation: We will continue to iterate on the overworld map with more animations, texture improvements and party member locations when they are inside a scene. We are also going to introduce a standard visual for entrance and exit locations on maps. For now that will take the form of an archway.

And here’s what didn’t make the cut this time around:

  • Combat: Combat does not yet include random dealing, decks, combos, or advancement.
  • Performance: We have only done rudimentary optimizations and we do not yet have a full suite of performance fallbacks (LODs, etc.). This means the game will be quite slow on older machines, and due to memory usage, might be unstable in certain conditions (like densely decorated areas). With each release we will be doing further optimizations and adding to our fallbacks to improve performance.
  • Crafting: The crafting system is in the game as a framework, but is still missing some key components like repair, events, and enhancement. Skill checks are also not in yet, so results are always 100% successful. Long term, the percentage chance to make items will depend on a myriad of variables and can result in a variety of results including: making the item desired, making a simpler version of the item that will need to be enhanced, or making a damaged version of the item that needs repair.
  • Game Loop: Release 6 was a further iteration on our rudimentary game loop, but it is still very bare bones. Expect this to expand with each subsequent release but it won’t be truly complete until we hit Beta later this year
  • Advanced Player Housing: There are some advanced features for player housing, including waterfront properties, basements, home exterior decorations, and ceiling decorations that are not yet integrated. Expect to see these appear in future releases.
  • Visual Quality: Efforts to improve visual quality are ongoing. This started last release with increases to our art staff (technical artist) and continued this release with tons of work on lighting and shaders. We will continue to iterate on these until we have highly competitive visuals.
  • Animals: Currently all our animals (bears, wolves, etc.) are purchased assets and the skinning, rigging, and animations for them is not meeting our quality standards, so we are going to reskin and rig them so that we can redo their animations.
  • Player to Player secure trade: The amount of work on changing how our item architecture works to secure the data was quite large. We really want this particular feature to be exactly what we say: secure. That meant in the end we couldn’t rush this in just one release cycle, it will take us two. In the meantime though we did create a temporary way for players to give each other things by just dragging the items out of their inventory and on top of the other player.

As always, complete instructions can be found in this Google document. The Windows installer for Shroud of the Avatar can be found here, the OS X installer here, and the Linux installer here. If you already have the game installed, simply launch it and let the automatic patching system do its work.