These improvements have been an excellent foundation for us when creating and supporting the vast world of V Rising. This means that games can run faster and with more FPS. DOTS allows us to utilize the threads and cores of the CPU in a simpler but still very efficient manner. Its focus on “performance by default” allows us to spend less time on coding to get a performant result. V Rising has been developed using Unity’s latest technology: their Data-Oriented Tech Stack (DOTS). Today I’ll walk you through some of the new tech we have been using to develop V Rising, and the challenges we’ve encountered. In Dead Island Epidemic and Battlerite, I focused a lot on the game engine in general, particularly on networking and analytics. In Bloodline Champions, I worked a lot with UI development. I’ve been working in most programming-related areas throughout the years, both backend and frontend, but my favorite areas are probably networking and making developer tools. ![]() I’m one of the original founders of Stunlock, so I’ve been here since we started out in our university’s basement more than ten years ago. Hi! I’m Fredrik and I go by the online nickname Zec more or less everywhere. Fredrik Haraldsson, Zec, revealed some information about the new game engine which gave birth to V Rising, and many juicy details about the mysterious features we are all looking forward to trying out during the closed beta. Same as Phalanx, who is also busy with planning tasks.įor this Dev Blog, we got exclusive insight from within the tech team itself. Smurf is doing a bit of everything, with castle building, networking, and gameplay on his plate. Zec has been working on castle and world-building, networking, and developer tools. KHCT has played a key role in developing the V Rising website and has been helping us in the marketing team with the more technical aspects of our different platforms. Prog has also been spending some time on Gameplay, as well as developer tools and UI. Working on AI, Physics and Gameplay is Jonas. The newest face is Filippa, who is working with shaders, effects, and technical art as she learns all the fun tricks from one of our senior programmers, Temps. You may have already talked to some of our programmers on Discord or may be familiar with them from our previous games. The engineering team at Stunlock is built upon the experience and knowledge of the senior programmers, who worked on Bloodline Champions as a school project back in 2009, as well as the fresh ideas and innovative skills of the more recent hires. Read ahead if you want to learn more about Stunlock Studio’s programming team: the beating heart of V Rising. There have also been questions regarding the technical challenges our team has faced these past months, among other interesting happenings behind the scenes. ![]() Some of you have been curious about the engine being used to develop V Rising. This time around we will dive into the core of V Rising, giving you an insight into the more technical aspects of the game. Welcome, friends, to this new dev blog entry! Русский Italiano Français Português Brasileiro Türkçe
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