The world’s most open and advanced real-time 3D creation tool, Unreal Engine 5 will be available in preview in early 2021, and in full release late in 2021, supporting next-generation consoles, current-generation consoles, Windows, Mac, iOS, and Android. Its novelties are Nanite and Lumen system.
Nanite virtualized geometry means that film-quality source art comprising hundreds of millions or billions of polygons can be imported directly into Unreal Engine — anything from ZBrush sculpts to photogrammetry scans to CAD data — and it just works. Nanite geometry is streamed and scaled in real time so there are no more polygon count budgets, polygon memory budgets, or draw count budgets; there is no need to bake details to normal maps or manually author LODs; and there is no loss in quality.
Lumen is a fully dynamic global illumination solution that immediately reacts to scene and light changes. The system renders diffuse interreflection with infinite bounces and indirect specular reflections in huge, detailed environments, at scales ranging from kilometers to millimeters.
Hello everyone, DinkDonkStudios here!
For this week's post, we want to discuss the Game Design and its relation to the Music of MuPo, as well as give some insight to the level progression and Game Flow of this game.
As mentioned previously, MuPo is a rhythm game, and its songs will be made by the us, with special care as to obey the Game Design and still help give this project a distinctive score and unique listening experience.
Piano Instrument Game System
The Game Systems of each instrument in MuPo is very similar to one another with a few exceptions: The Drums Instrument can only have a Sequence Complexity of 1 or 2 Inputs, and the Piano Instrument has the possibility of a note playing for a certain duration.
This is taken into consideration when creating the Game Flow of MuPo, even though they appear to share the same difficulties, due to the inherent complexity of each instrument, they rank differently in the Easy to Hard scale.
MuPo Game Flow
It is also worth mentioning the Signs & Feedback of MuPo when playing a song. Hitting a correct note will play the corresponding sound, missing a note will play no sound and hitting an incorrect note will play the incorrect sound, the audience listening to the performance and the Mupos themselves will react to the notes being played.
We wish you a good week and look forward to next week's post where we will talk about the Programming of MuPo and all of the groundwork that had to be laid before taking in such a tremendous task.
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I'm waiting for it to make my own game. Making assets and planning for it.
lol waiting for gears 6 using this engine, there will be no unreal tournament 5 at all
oh boy
It seems quite promising. This engine has enormous potential. It's definitely immersive and realistic.
I have longed for a third installment in the KotOR series and it would be a dream come true if they made it using this software, but it's only wishful thinking. To be honest, I'd love to see another Witch-er video game, because this franchise has limitless potential and relatable characters. And I've seen the Witch-er III launch cinematic numerous times and that's what I wish to see in a sequel.
I honestly think that games have a bright future. And new game engines will merge with reality to some extent someday. I'm glad that visuals will be so realistic now and that they'll encroach/border on reality in the near future. So excited.