The Afflicted is a 3rd person shooter that pits 3 teams against each other in struggle for resources and power within a crumbling society. The Afflicted was developed from the beginning around the concept of player control. First glances might give the impression of a typical third person shooter, but a few concepts set it apart. It’s a game of cooperative team-building. Players are scored on the collection of resources that allow them to shape the growth of their team. A vital element of success is the creation of structures and barricades that can be placed at the whims of the players. A free-form movement system allows for creative navigation and evasion. The goal is to provide a refined, current-generation shooter that still manages to implement the kinds of choices that bring players back for more.
The Afflicted is now integrating support for the Unreal Engine 3 suite of DX11 features! These features include: Multi-sample anti-aliasing Image-Based Reflections Tessellation Screen Space SSS Deferred Shading Bokeh Depth of Field
Posted by TristanParrish on Dec 9th, 2011
The Afflicted has made the shift to DirectX 11! We have been working hard to integrate many of the DX11 features that are supported by Unreal Engine 3. We have just added a sampling of screenshots demonstrating the features in action.
These screenshots demonstrate the use of image-based reflections and MSAA. We will be releasing new content in the next few weeks demonstrating more features. We're very excited about integrating these features into our game, and are looking to push Unreal 3 to it's limit!
Image based-reflections utilize pre-rendered bitmaps within the environment. It's a really clever system that allows for simulated reflections in real-time, which can be rendered across any surface, regardless of its contour. This really benefits the credibility of the environments, especially in areas that have neon signs or glowing holographic projections. The system even incorporates static shadows, and allows for dynamic objects to be represented in the reflection.
Although we're now supporting DirectX 11, the game will be released with full support for DirectX 9, allowing users with older hardware to still experience the game with a high level of quality. We're building the game for DirectX 9 first, with each of the DX11 features intended to enhance the aesthetic.
Be on the lookout for more updates in the very near future, and look for our playable demo in the first quarter of 2012!