Back To The Future - January Status Update & DTO 2.0 Devblog 2
Hi All, It's time to take a look at what's been going on in #DTOv2 development since December! New lighting for all materials DTOv2 is taking a step back (to the future!
Full notes
Full Down To One update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes3 additions3 changes0 removals
Gameplay
Performance
Server
UI and audio
addedHi All, It's time to take a look at what's been going on in #DTOv2 development since December! New lighting for all materials DTOv2 is taking a step back (to the future!) by reimplementing a feature from back when we used an older version of the engine. It's called the Cook-Torrance BRDF, and is what The Order 1866 uses, as well as early versions of DTO. The goal is not only to make DTO's visuals subtly different, but the Cook-Torrance BRDF also lends itself to increasing perceptual sharpness - a win/win in DTO! Here's a screenshot with added bonus, the new playable area ground-contact effect!
changedReworked Explosions Using a custom built particle shader that reacts to lighting (and won't get downgraded before release - it's high performance too)
addedAs well as explosions, many other particle effects have been reworked (old/new);
changedUnderground Areas Thanks to a recent poll on our discord server, underground areas of the map are coming to 2.0! This is part of a broader effort to give more character to the map, and make it interesting to just explore, even for seasoned DTO players.
addedNew UI Continuing the new UI improvements, with a menu that doesn't look like it was put together in paint
changedThose are probably the most interesting/visual changes in the last month or so, but as well as that, there's only a few more bugs left to squash before a public 2.0 pre-alpha feature parity test can go ahead - join our discord server to get notified exactly when that will happen! For more updates on what's been happening in 2.0, join the official discord server now!
Down To One changes
addedHi All, It's time to take a look at what's been going on in #DTOv2 development since December! New lighting for all materials DTOv2 is taking a step back (to the future!) by reimplementing a feature from back when we used an older version of the engine. It's called the Cook-Torrance BRDF, and is what The Order 1866 uses, as well as early versions of DTO. The goal is not only to make DTO's visuals subtly different, but the Cook-Torrance BRDF also lends itself to increasing perceptual sharpness - a win/win in DTO! Here's a screenshot with added bonus, the new playable area ground-contact effect!
changedReworked Explosions Using a custom built particle shader that reacts to lighting (and won't get downgraded before release - it's high performance too)
addedAs well as explosions, many other particle effects have been reworked (old/new);
changedUnderground Areas Thanks to a recent poll on our discord server, underground areas of the map are coming to 2.0! This is part of a broader effort to give more character to the map, and make it interesting to just explore, even for seasoned DTO players.
addedNew UI Continuing the new UI improvements, with a menu that doesn't look like it was put together in paint
Hi All, It's time to take a look at what's been going on in #DTOv2 development since December! New lighting for all materials DTOv2 is taking a step back (to the future!) by reimplementing a feature from back when we used an older version of the engine. It's called the Cook-Torrance BRDF, and is what The Order 1866 uses, as well as early versions of DTO. The goal is not only to make DTO's visuals subtly different, but the Cook-Torrance BRDF also lends itself to increasing perceptual sharpness - a win/win in DTO! Here's a screenshot with added bonus, the new playable area ground-contact effect!
Reworked Explosions Using a custom built particle shader that reacts to lighting (and won't get downgraded before release - it's high performance too)
As well as explosions, many other particle effects have been reworked (old/new);
Underground Areas Thanks to a recent poll on our discord server, underground areas of the map are coming to 2.0! This is part of a broader effort to give more character to the map, and make it interesting to just explore, even for seasoned DTO players.
New UI Continuing the new UI improvements, with a menu that doesn't look like it was put together in paint
Those are probably the most interesting/visual changes in the last month or so, but as well as that, there's only a few more bugs left to squash before a public 2.0 pre-alpha feature parity test can go ahead - join our discord server to get notified exactly when that will happen! For more updates on what's been happening in 2.0, join the official discord server now!