July has been a productive month for evil death nightmare. Myself and our newly assigned project manager Taylor have been in the process of completely changing our production workflow in order to increase efficiency and productivity, as well as writing additional project documentation. We’re analyzing different key development aspects such as the risks involved, the competition, our pitch and our management workflow and then developing a plan to mitigate all of the problems and eventually release EDN. These plans will change over time and adapt as our project and industry changes. This leads to clarity and direction in the project as there are foreseeable goals and plans in place for the finished product.
Now that we have milestones and a clear path to achieve our goals we have gone back into production of assets such as 3d models, sound and animation. We’ve also launched a new website which is much nicer, less complicated and more clearly shows what EDN actually is. Make sure to check out our production blog for monthly updates on the game, subscribe to our youtube channel and like us on facebook for regular screenshots and updates.
We’ve been a bit quiet over the spring, so I guess we should probably remind you guys that we’re not dead yet and let you know what we’re up to.
Development has been moving at a much more steady pace this year; Since our last update we’ve modeled all of the weapons and we’re beginning texture work on them, we have a 3d greybox of the prologue level completed, AI code is undergoing some final tweaks and the majority of engine programming is complete.
It’s been decided that the Operator and Innawoods modes would be better suited to a more serious environment and we subsequently separated the two from EDN. We’re currently exclusively focusing on EDN right now but we’re eager to work on Operator and Innawoods when EDN is complete.
A singleplayer demo is in the works and we’re starting to get quite close to launching that, the only real bottleneck in our way right now is finding an experienced character modeler who’s stupid enthusiastic enough to work for admittedly little pay (suitable goyim should email examples of their work to [email protected]). So look forward to that and we’ll try to update this thing more frequently.
Recently, we have ported EDN over to unity 5 which has allowed us to do some really cool and exciting things with the graphics. Here I will go through and explain the new features recently implemented in EDN.
Real time global illumination
EDN now has real time global illumination powered by enlighten. Global illumination is the process that simulates indirect lighting like light bouncing off a wall or colour bleeding.
For example, if you look at the image above closely you’ll notice that the green color of the wall is being cast onto the sphere on the right side of the image. That effect is referred to as indirect lighting because the green light isn’t being cast directly from a light but rather is the result of a white light being cast in onto the green wall which is then bleeding onto the nearby sphere.
Here is that concept put into practice, this entire scene has only 1 light source which is the sun. The light from the sun comes in through the sky light and bounces around the room, lighting the entire scene. Traditionally you would have to either put lights all over the roof(who leaves their lights on during the day, imagine the electricity bill) or change the ambient light to be really bright. This method of lighting is far more realistic than traditional methods and looks beautiful.
New standard shader
Unity 5 introduces a new type of built-in shader called the Standard Shader. This shader is designed to replace a large number of the old shaders used in previous versions of Unity – most significantly it replaces all the shaders that were used to render “real-world” objects such as stone, wood, glass, plastic, metal, etc.
The Standard Shader also incorporates a much more advanced lighting model called Physically Based Shading.
Physically Based Shading (PBS for short) simulates the interactions between materials and light in a way that mimics reality. PBS has only recently become possible in real-time graphics. It works at its best situations where lighting and materials need to play together intuitively and realistically.
Unity uses PBS to achieve a consistent, plausible look under all lighting conditions. In order to do so it models how light behaves in reality and follows principles of physics.
With the standard shader, all of these different requirements are combined into a single shader which is intended to be used across all material types. The benefit is that the same lighting calculations are used in all areas of our scenes, which gives a realistic, consistent and believable distribution of light and shade across all models which use the shader.
Unity now has a new integrated audio mixer. This allows is to edit sounds much more effectively and create really cool ambiance in any scene. Watch the video below to learn more.
New physics engine
PhysX 3.3 brings massive performance improvements EDN. This will allow us to create more interactive objects in the game and create more physics based gameplay. For example you can move an object into an enemy’s line of fire and take cover behind it or kill an enemy below you by pushing a heavy object off the edge onto them. I’d imagine a glocknade going off in a room full of physics objects would look awesome too.
Unity now has added a new native decal system allows us to properly use decals.
Im sure some of you noticed that EvilDeathNightmare.com was down for quite a while earlier this month/late last month. This was because due to budget restrictions EvilDeathNightmare.com was hosted on a server that hosted a certain videogame griefing website. Someone was upset enough to DDoS the other website and consequently EvilDeathNightmare.com went down and the host was so upset that they decided to terminate the entire server. After struggling with the host to get a backup EvilDeathNightmare.com was finally pushed up onto its own dedicated server located on its own server in the wonderful country of Iceland. What does this mean for you? Well iceland means that this site cant be shut down because “muh feels” and since its on its own dedicated server EDN will get to you faster than ever before also EDN now has the same country code as the Islamic State so enjoy being on a list.
The second change is that EvilDeathNightmare.com is now entirely behind SSL via the CloudFlare flexible SSL system. This means your connection to CloudFlare is encrypted and the connection from CloudFlare to the EvilDeathNightmare server is also secure. Now it is very hard for someone to intercept the traffic between you and EvilDeathNightmare.com, dont worry your secret is safe with us*.
TL;DR – We Iceland now and we SSL now
*Warning: All secrets property of infinity knives studios