POSTWORLD is the game about exploration and survival in procedurally generated postapocalyptic world.
You play as a victim of experiments performed by a TNC. Hero has defective combat AI in his head, and so the mysterious corporation’s agents follow his track.
In order to survive you will have to cooperate with 4 factions (Cultists, Railwaymen, Slavers and Military) on the post-apocalyptic Russian landscape. You may either join one of the factions and help it to destroy the others, or swim against the stream and become the Wasteland King!
January 10, 2082. Rockets soared heavenward. Since they targeted strategic facilities, global industrial and energy infrastructures were mostly demolished. Although tens of millions died on the very first day, this was nothing but a warm-up before the true reaping started: Pestilence and Famine had always been the most effective among the apocalyptic horsemen.
Mankind saw its laws fall down like a house of cards, as the most ancient one was restored: «Kill or be killed. Eat or be eaten».
Year 2120. Endless fights for vital resources finally resulted in some sort of balancing state. However, this balance tended to escalate into quarrels of various factions, hectically seeking to split everything of at least some value…
TL.DR: you may think of our game as third person procedural wasteland crawler with addition of global map (aka fallout 1-2) and manually crafted levels.
For our roguelike shooter we have decided to develop one large level. Initially we thought only about how it helps us to implement different gameplay elemens and fully ignored any potential problems.
Screenshots above clearly show that this level contains a lot of geometry. From the beginning our teammate used only the baked lighting but this approach started to show its drawbacks very soon (long light building time, shadows seams, etc.).
We solved this problem using dynamic lighting (shadows disabled). Though FPS counter reduced its value a bit everything else run pretty smoothly.
One way we have already tried to improve FPS was using instanced static meshes components which are generated by custom blueprint for buildings. It is very simple and yet very flexible.
The other was is converting many static meshes into one large static mesh using default UE4 merge tool.
UE4 provides built-in way to stream levels. Maybe we will use it further if FPS will not be good for us but for now level is almost ready.
Feel free to share your thoughts!
P.S. Or how you did optimization stuff since it is always interesting topic :)
Check out earliest gameplay screenshots done via our Photo mode mechanics!
Modular axe versions. Part 2. Axe itself consists of 30+ parts. Some of the parts will be animated.
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