Dev Log #3

Paragrowth

Paragrowth is Survival RPG game placed in giant dark forest. Scavenge and explore countryside areas overgrown by trees and mysterious living roots. Find hideout to survive nights full of paranormal activities. Hunt mutating prey for ingredients to inject enemies abilities into yourself.

Hello Everyone! Filip, a Paragrowth developer here. Here's another report on the latest developments in the game. Last month, I was a bit too busy in my life to do big progress in the project, but I still managed to take some important steps forward! I started moving the rewritten mechanics to the new, clear environment project. I began to stick all the character/inventory/AI mechanics together, and during the process, I noticed an important thing to decide: Rendering a good-looking forest is still a big challenge for computers. I want to avoid problems with low framerate in the future, so I decided to test such an environment using different rendering techniques. Another important thing for me is to make the game run smoothly enough on average computers. [img]{STEAM_CLAN_IMAGE}/41229140/d471814fbc16f1dbee6434a8ce02fd02ad687bb6.png[/img] It seems URP will give me a boost of around +55 FPS, which sounds promising. With faster rendering, it will be easier to add more details in the game areas, and it will not limit my ideas for implementing more complex mechanics. [img]{STEAM_CLAN_IMAGE}/41229140/ca7ff06917e35b8447c7e6b332d69892d1c2a85c.png[/img] As you can see - more FPS + keeping graphics on a very similar quality level. [img]{STEAM_CLAN_IMAGE}/41229140/1aa4d32f73cabf57bf5d1a2c8e417e4839e499f7.png[/img] But there's a downside: URP provides less color data for darker scenes. Dark scenes are important in Paragrowth, but it seems that I will be able to maintain a mysterious ambiance at a good enough level, although it will probably be harder to achieve than with the standard rendering pipeline. The other things I've done were some polishing for the character movement/animating, a few small improvements for the procedural generation system, some quick image adjustment tools for unity editor, new features for my animation editing tools, learning the Data Oriented Technology Stack (which can provide very fast (~6x boost) calculations that can be applied to some of the mechanics), improving ragdoll mechanics, and a few other boring things. And that's not all for the news! I had an apprentice who did a really good job modeling 3D objects. He modeled many objects for the second project I am developing, [url=https://store.steampowered.com/app/1593880/SPECTEARED/]SPECTEARED[/url] but he also created a model of a distiller, which I will describe in brief below. [url=https://www.artstation.com/stuku]There his Artstation![/url] [img]{STEAM_CLAN_IMAGE}/41229140/262a0bb190e8e72f5f35d7c544b1c602e6d79676.png[/img] I will let you down - you will not be distilling vodka there. In the Paragrowth forest, undergrounds, and corrupted areas, you will harvest many unknown substances which you will be able to distill to create ingredients for special items, mutating, weapon morphing, etc. The plan for next month is to continue connecting the main character mechanics with the environment setup. Feel free to comment, ask questions, or give feedback!