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Tainted Grail: The Fall of Avalon - Tech Development Update

Discussion in 'Game/SP News & Comments' started by RPGWatch, Oct 6, 2024.

  1. RPGWatch

    RPGWatch Watching... ★ SPS Account Holder

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    [​IMG]A tech development update for Tainted Grail: The Fall of Avalon:

    [​IMG]

    Tech Development Update

    A different, more in-depth perspective this time.

    Hey there, Travelers!

    Welcome to our new development update - and buckle up because this one is about to be pretty long and different from other update posts we've shared so far!

    This time we'd like to delve deep into the abyss of video game optimization and its technicalities-and answer some questions that keep popping up on our Steam forums and our Discord channel.

    And yeah, we've tried to make this post as readable as possible for a non-technical audience!

    BUT! Before we step into the world of game development, let us start with a HUGE request and an opportunity for those who can't wait for the 1.0 release.

    To ensure our work and changes to the game meet your expectations, we're looking for eager beta testers to try out and provide feedback for the revamped tutorial and Horns of the South area! The tests are planned for the end of October. Please note that you will have to own Tainted Grail: The Fall of Avalon on Steam to participate in the beta test. If you'd like to join and share your opinion, please fill out the form below. For people who will help us with their feedback, we will also have a small secret surprise as a thank you!

    -> Registration form

    Now, let's get to the point of the update!

    So, first off, our game is made using the Unity engine. Unity is a multipurpose engine that allows people to make pretty much everything-from Web applications, through VR and mobile applications, to PC or console games. It supports both 2D and 3D games, and it's REALLY popular because getting something, anything, to work is very easy and fast-there are many tools you can use without having to write your own.

    However, while built-in Unity systems and tools work well for most use cases, Tainted Grail: The Fall of Avalon isn't exactly a standard use case of the Unity engine. Creating an open-world, first-person RPG requires a bit more... customized approach.

    A game like Tainted Grail: The Fall of Avalon poses various complex challenges, like drawing dozens of NPC's, 150 to 300 thousand instances of assets, and all the logic that actually makes the game work, all at the same time. As you can imagine, these aren't exactly "standard challenges" for the Unity engine. Or most game engines, for that matter!

    So, what we're constantly doing is adding new sets of customized tools and solutions to Unity in order to make our game run better.

    [...]
     
    Last edited by a moderator: Oct 7, 2024
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