Full notes
Full Remain update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Events
- Gameplay
- Performance
Feedback on Synchronization Testing As a multiplayer online game, we place significant emphasis on the quality of synchronization in our game. A high-quality multiplayer game not only ensures smooth transitions in character movement and rotation but also matches the synchronization frequency of animations. This further enhances the multiplayer gaming experience. While this may not seem like a major challenge, meticulous players who enjoy multiplayer games will notice that the synchronization quality in indie games is often far lower than in mainstream online games. Many games still exhibit issues such as characters sliding in place or delayed synchronization feedback. While striving to meet the timeline for game content development, we make every effort to optimize common networking synchronization issues as much as possible.
IK Interaction Testing: In the game, a wide variety of mechanical devices and props can interact with characters. In addition to using animations themselves, we need to incorporate IK (Inverse Kinematics) to enhance the sense of immersion in the game experience.
Automatic Detection Testing for Heavy Machine Guns: The automatic recognition testing for heavy machine guns was also completed this week. After installing the machine gun chip, it will target and attack matching enemies within a certain range. This type of weapon is commonly seen in PvE scenarios as a medium-range automatic defensive weapon. There are many similar items, and we will continue to showcase them to everyone.
Over the past two weeks, we have dedicated some time to working on the atmospheric effects in the rendering pipeline. In the "Remain" promotional video, we noticed the players' feedback regarding the quality of graphics. This is a normal aspect, and we have optimization plans in place for rendering. In the previous promotional videos, we did not accurately calculate and utilize atmospheric scattering, and the ambient occlusion (AO) diffusion was slightly excessive.
Currently, we have calibrated the atmospheric effects. Additionally, we have readjusted the vegetation hues and styles, optimized the vegetation polygon count. This means that at the same viewing distance, we can render more vegetation and enhance the scene's occlusion effects.
We will spare no effort and put our hearts into making this game, thank you all for your support!
Source
Changelog.gg summarizes and formats this update. How we read updates.
