Update log
Full Breathedge 2 update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Server
- Balance
- Gameplay
Welcome, folks! We've decided to dive into new depths of degradation, so this news will be written by a neural network. Let's go!
I be writing text, robot no. Human speak – not distinguish this text from any writer. Confirm? We be good, our game be good. Thank you, so, any questions? Yes.
Hm... It seems that in some places it turned out even better than our scriptwriter's work. It's just a pity that the free trial version has ended; we'll have to go back to birch bark. Well, nothing to do about it.
It occurs to us that we should elaborate a bit on the previous idea that "our game be good" and reveal some details of the development process. As you probably already know, the game is being created on Unreal Engine 5, and we finally learned how to open and close it. For those who have not yet traversed this thorny path of mastering modern game engines, we have compiled a small guide. No need to thank us.
Oh yes. One can immediately feel the progress of our team (even though we aimed for degradation, as you may recall). Well, okay, now onto the serious progress. While we were poking around with test builds of various boring mechanics, we inevitably began to shape the future visual style of Breathedge 2. We had two goals in mind – the first one, and the second one. That's how the cookies crumble. What, who? More details? Well, okay. The first goal - to create a more "mature," cohesive, and interesting world. High-quality, detailed, beautiful. The second goal – not to lose the spirit of the original, its unique "I'm an artist, mom" style, as well as its ability to work on a washing machine. Although the choice of the latest engine generation hinted to us that we urgently needed to slap on nanites and global reflections so that the happy owners of 4090 video cards could hear the cheerful whistle of throttles and smoke from under the hood - we dismissed this idea. We don't know why it turned out this way. When we consulted with our lead artist about the stylistics, he mumbled something like "justnostylization," and shut down. That's where we decided to stop. Breathedge 2 will maintain the stylization in its graphics but will be enriched with higher-quality materials and increased detail. Take, for example, Man. You might have already seen him in our first trailer, although, surely, you remember that there was a double from sunny Armenia. The real Man has just returned from another adventure, and we can finally compare him to the original.
Wow! It's clear that the right... or left one is way better! So, what's changed? Proportions. The Man now looks more realistic in terms of body proportions and has acquired a new suit. The previous funeral spacesuit, besides being given out as a promotion to all grieving relatives, was a piece of junk and even got burnt in the game's final scene. This is a more modern, ultra-nano-techno-super-duper jumpsuit that the Man found at his dacha. Protective inserts, external valves, a convenient backpack, hidden control elements, and a lowered waist for the comfortable placement of the bellygizmo. Unfortunately, the bellygizmo was lost, and no one knows what it looked like.
Front and back, it's looking good. Besides the important body parts, we haven't forgotten about the head. Initially, we wanted to show off our grooming skills and slap on some real hairy hair, but either it's too expensive for
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