Say it with me: Optimization!
There’s a lot happening with the inner workings of The Dead Linger this week. Just about everything is undergoing some pretty heavy optimization. (Still!)
Chaoss has been tweaking away at everything he can get his hands on.
SpeedTree shaders are now fully optimized. Trees now include their own ambient occlusion, making terrain occlusion obsolete. This means faster loading and less generation.
Suburban houses are getting some serious optimi-awesome. Level of detail is being re-done, AO maps are being reduced, and exterior textures are being compressed.
Prisons are also undergoing the same optimization methods.
Basically: OPTIMIZE EVERYTHING.
Out Of The Blue
Zombie Wardrobe Variations – WIP
Currently, Richard, Grant and Chaoss are working together to have our first set of zombie clothing variants spawning in game. This is heavily a work in progress of the wardrobe system, and as you can see, we’ve got some missing/odd textures on the current set of testing assets.
Should be completed around next week, so we’ll show off more of this in that blog closer to it, and probably some very nice close ups of the new zombie variation as you’ll see it when Build 15 is released.
A very specific set of military gear is just about completed. We’ll reveal more about that in… Well, in a bit. You may recognize this from some soldier concepts we dropped awhile back. A bunch of the military helmet variations are coming next.
(I warned you.)
The new male survivor is coming probably around Build 16, along with tons of new visible survivor clothing, an overhaul in the first person arms and some other stuff of that nature. Big, big stuff in the works that’ll you’ll see more and more of over the next few weeks.
We’re currently aiming to release Build 15 around the middle of September, and you know that’s definitely what will happen because we’ve never missed a deadline in our lives.
Linger on, Survivors!