![]() In May, we introduced a double-pass of AO, bringing richer depth to the shadows and making the game pop more. This change has little impact on performance and can always be disabled. ![]() In terms of the maths and calculations required behind the scenes, that’s all been taken care of.īetween developing systems and iterating, we’re continually tweaking the game’s visuals and seeking new additions where we can. For the first time in the project’s history, we’re able to test and simulate the progression of a park, its economy and inventory of animals (more on that in a minute).Īll that’s left to do for self-functioning progression is to link up actual gameplay values like exhibit data, animal welfare, park statistics, etc. ![]() In rather significant news, the logic for our core progression systems like Park Rating have been written. We’re introducing quite a few complex systems and we'd like to ensure most of the prominent edge cases are covered before pushing another major release for testing. Though things are going extremely well on our end, we should note that Beta is most likely to take place in Q3 so that the team can really polish up the experience. This month the team has put together quite a juicy update, rich with new information and a whole bunch of major additions being worked on in the background.ĭevelopment during May was great all across the board! We saw a lot of substantial progress in key areas that ultimately led to one of the most important months in some time, bringing in a lot of important gameplay changes and UI elements.
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