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Technical aspect of Exoplanet: First Contact update

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As you most likely know, the development of Sahara engine (and actually any game’s graphic engine) is a constant and never ending process of research, testing and improvement of existent or adding completely new features to the basic functionality. We’ve already put to good use our world editor before, pushing it to the limits and creating quite an intricate landscape, but this wasn’t enough: our game designer and level designers always wanted to create more complex locations with lots of vertically split terrain levels and non-linear paths, also increasing the scale of each level significantly. Old locations seen in our videos and in playable alpha were deemed too small, so the next prototype level for the Outpost 74 and its surroundings where the players will start their adventure on K’Tharsis has grown about 9 times in size. When increasing the playable and explorable territory like this you obviously will encounter some performance issues – so we came to the conclusion that we need to rework the terrain generator completely. In the last weekend a new stable version was compiled and we have tested it thoroughly, exploring the borders of the playgrounds our new tech can deliver.

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Terrain is happy to be upgraded

The results were quite satisfying; the new terrain editor can create patches of land that have adjustable LODs and they generally consume much less processing power, allowing us to increase seamless locations up to 9 times more than before, e.g. with a new height map generation and saving algorithm our prototype level with sides 2x2km eats less GPU and RAM resources than 250x250m in older versions of the editor. The draw distance on these levels should increase as well as creating the feeling of larger and more open world where you can reach every point of interest you can see.

The next new and really enjoyable for our designers feature that was added recently is the tool that allows us to “drill” or cut holes in the terrain and cut the edges of the terrain patches, shaping them as we want. Now we can create overhanging cliffs and any cave entrances we could imagine with ease, obviously improving our level design capabilities.

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Jack is stunned by epicness

But as we all know very well, the technologies themselves will not make a great game with distinctive visual style, so the steady hand of an art director is required to guide the ship of the game’s development to the visual brilliance and integrity. Thanks to our generous Kickstarter backers we were able to hire one for Alersteam. In fact we just signed a full-time employment contract with an artist who was working for us for quite a while and has proven his design and illustrator skills many times before. Having a full time art director is profitable for us in many ways, our game designer will spend more time with the level and mission design and this will produce more quests and better dialogs for the next big updates.

We were very cautious about this important decision and were considering a trustworthy candidate and only after lots of tests and discussion we actually took this person in. As usual, according to our development philosophy we were looking for an artist who both shares with us views on the process of the development and has sufficient experience of being an art director, which combines with the actual concept art drawing with lots of task-managing and communicating with other departments (like 3d-modeling guys and animators). Finally we decided that Ivan Taranenko is the right person we need to take care of our visual design affairs.


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