This member has provided no bio about themself...

Comment History  (0 - 30 of 41)
str-Luke
str-Luke - - 41 comments @ Vizaris

Three people. An artist, responsible for nearly all the art, A programmer responsible for all the gameplay, and myself responsible for everything else like game and level design.

We do occasionally hire out other indie content producers for things we can't do, which is almost always animation or advanced sound work/music - but this is rare, because we don't really have the money for that.

Good karma+2 votes
str-Luke
str-Luke - - 41 comments @ Vizaris Weekly Update - 50

Thank you! :)

Good karma+1 vote
str-Luke
str-Luke - - 41 comments @ Vizaris Weekly Update - 48

You'll be able to see close ups once they're in game, once they're either trying to eat you, or once you've defeated them. Long term you'll also be able to tame them as pets (Though some you might not want to)

Good karma+2 votes
str-Luke
str-Luke - - 41 comments @ Vizaris Updater (Subscription Required!)

We're currently in the process of updating to much faster Amazon servers; this should dramatically speed up the download speeds for virtually all users.

Good karma+1 vote
str-Luke
str-Luke - - 41 comments @ Vizaris

We sent an email to you, and released a hotfix which should correct this issue.

Good karma+2 votes
str-Luke
str-Luke - - 41 comments @ Vizaris Weekly Update - 44

The Dolfog model has some pretty bad seams on it, but it was literally the first creature ever made for the game, and the first creature made by the artist. Someday, we'll redo the model, but right now we're focus on making more content. :)

Good karma+1 vote
str-Luke
str-Luke - - 41 comments @ Vizaris Weekly Update - 44

Sketchfab.com is where you can upload models for the cool 3D turntables; you can then adjust various camera and post processing settings to make the best result. The Sketchfab viewer is integrated into IndieDB, Facebook, and the Unreal Engine forums, among other places, which makes it very useful for showing off this sort of thing.

Good karma+2 votes
str-Luke
str-Luke - - 41 comments @ Week 42 - Image 1

We also crossfade between two different scales for the texture depending on how close you are to the rocks, which is very important. If you click "view origianl" to see this image at 1080p, look to the right of the trunk of the tree... about about 2 widths of the tree trunk over to the right you'll see two little white dots... that's a person. So it should give you an idea of the kind of scale of this environment. Even with 4k textures, without crossfading to the smaller tiling on the 4k texture, you'd still have blurry textures.

Good karma+2 votes
str-Luke
str-Luke - - 41 comments @ Week 42 - Image 1

Because the rock texture is so Ubiquitous, and used on such a large scale, it's one of the few textures in the game that we leave at 4096x4096

Good karma+2 votes
str-Luke
str-Luke - - 41 comments @ Week 38 - Image 5

In a roundabout way that actually happened this week, we added distant terrain, which required a recalibration of the distant fog... which ended up making the ambient lighting less red.

Good karma+1 vote
str-Luke
str-Luke - - 41 comments @ Weekly Report 38 Image

While I would love to have better anti aliasing - we don't have an engine programmer, so we have to rely on what the UE4 devs implement into the engine. Which leaves us with two options, FXAA, or Epic's own version of TXAA which is performance heavy and has unacceptable levels of ghosting.

As for the rock textures, it's also not possible due to the method we use for texturing the rocks. We actually do world space textures, which is applying the texture to the object based on it's position in world space. At many places in the landscape, multiple different meshes are coming together at the same location, and need to share a seamless texture. The effect is good for creating natural looking formations, but with a side effect of texture stretching at the corners of the projection. The only way around it would be to make dozens or hundreds of different rock meshes and figure out some way to hide the texture seams. Unfortunately, that's not really possible right now, as I'm the only person who works on environments, so optimizations need to be made for one person to create these environments. (Believe me, as an environment artist, if there was something I could do about the stretching, I definitely would, because I hate it.)

Good karma+1 vote
str-Luke
str-Luke - - 41 comments @ Weekly Report 38 Image

That's a direct screenshot form the game - no editing beyond a little bit of downsizing to get the right image resolution. The effect you're seeing is a post-process based sharpening, which I'm trying to use to counteract the blurry FXAA default to Unreal 4 (Which doesn't support traditional AA techniques) - I agree that this image is a little too sharpened, and I think I'll dial down the ingame effect a bit. Thanks for the feedback!

Good karma+1 vote
str-Luke
str-Luke - - 41 comments @ Vizaris Weekly Update - 37

Thank you! I'm really happy with how the latest revisions to the landscape have been going.

Good karma+1 vote
str-Luke
str-Luke - - 41 comments @ Vizaris Weekly Update - 27

Thanks for the offer - our problem is with doing the art, due to such a limited team, we have plenty of inspiration - but you can send your images to us if you'd like :)

Good karma+1 vote
str-Luke
str-Luke - - 41 comments @ Vizaris Weekly Update - 25

Many thanks!

Good karma+1 vote
str-Luke
str-Luke - - 41 comments @ Vizaris Weekly Update - 23

Absolutely. Upcoming will be a foliage update for the desert which should introduce some additional colors, as I agree - it's a little plain at the moment, and most arid landscapes actually do have plants.

As for additional terrains... Yes! Though not for a while. We have a bunch of different environments planned, from snowy peaks to jungles and many alien environments. Right now we're focusing on doing one environment properly, and then we'll branch out as the current one reaches satisfaction.

Good karma+1 vote
str-Luke
str-Luke - - 41 comments @ Final Rush

Sorry, no public servers yet. We're already in talks to get dedicated servers up, and integrate an official server browser into the game!

Feel free to connect to the IP address of your friends - It supports up to 4 players.

Good karma+1 vote
str-Luke
str-Luke - - 41 comments @ Final Rush

There really isn't anything to bad in it. It would probably be T rated at most.

All the enemies are robots. You can blow off their heads, but that's like breaking a toy.

Good karma+1 vote
str-Luke
str-Luke - - 41 comments @ 2013 Indie of the Year KICKOFF!

I feel like there should be a popular vote, and a judged vote. Titans which have existed for years will take all the top spots, where as the smaller releases will get pushed out.

But I'm biased, because our game will never be able to compete in popularity with games like Minecraft, etc.

Good karma+12 votes
str-Luke
str-Luke - - 41 comments @ Final Rush - Now Available!

We can't. While we had a story planned (along with a lot of other features) the community never took much interest in Final Rush, and we were never able to get the support to expand it.

We can do really high quality stuff for just a tiny amount of money - but we'd need at least a few hundred people to support the game for us to add anything to it at this point.

Good karma+1 vote
str-Luke
str-Luke - - 41 comments @ Final Rush - Now Available!

We were one of the earliest games on greenlight, but we fell into the trap of the game not being good enough to capture people's interest. We blew our one shot at a good introduction - the game wasn't half of what is was now... but we needed the feedback from getting the game out to people, and we made some hefty revisions to the game.

Good karma+1 vote
str-Luke
str-Luke - - 41 comments @ Final Rush

Again, thanks for the compliments! We'll definitely be considering Desura.

Good karma+1 vote
str-Luke
str-Luke - - 41 comments @ Final Rush - Now Available!

Thanks for the feedback. In terms of the enemies, yeah - they are mostly the same; each one has different gameplay, but we had to make do with limited resources; we had a flying robot working in beta, but costs began to get out of hand, and we temporarily delayed it.

We had more robot variants planned, but we simply don't have the resources to make it happen yet.

Right now, there isn't much to the game beyond joining and shooting - which is why we're trying to update it and add more content. We had an armor customization system in the works, but it's not smoothly functional yet.

And yeah, the video doesn't show much. It was just a teaser for early content, and wasn't intended on being more - but then we had to release the game as is. We are working on a replacement though. :)

Good karma+1 vote
str-Luke
str-Luke - - 41 comments @ Final Rush - Now Available!

Anything you can do to help spread the word helps us more than most people realize... so we really appreciate it.

We were planning on updating the game once or twice before selling it on other markets, but considering how things have been going, we'll probably start branching out soon.

Good karma+1 vote
str-Luke
str-Luke - - 41 comments @ Final Rush

Thanks for the compliments. We were planning on releasing the game on Desura once we could do a little more work on the game; right now it has a few outstanding bugs, and needs a little refinement in some places (namely the AI)... but after two years in development, we simply cannot afford to develop the game any further without getting a little community support for the game.

Also, that's definitely Klaypex you hear. They're awesome, especially for letting us use their tracks in our content :)

Good karma+1 vote
str-Luke
str-Luke - - 41 comments @ Final Rush - Now Available!

Thanks! Your compliments are appreciated!

Good karma+2 votes
str-Luke
str-Luke - - 41 comments @ Final Rush - Now Available!

Thanks! I hope we can generate some interest in the game so we can keep working on it.

Good karma+2 votes
str-Luke
str-Luke - - 41 comments @ Final Rush

YEEEEEEEEEEEES!

Good karma+1 vote
str-Luke
str-Luke - - 41 comments @ Final Rush

No, but it's going to be pretty cheap.

Good karma+1 vote
str-Luke
str-Luke - - 41 comments @ Final Rush

Yeah, that happens a lot... we can't seem to get any indie news sites to cover our game. The game is in the last stretch before release, just another two to three weeks, and then we'll be releasing the game on Gamersgate.

Good karma+1 vote