EDIT: I'm going to spend a day or two creating batch processing/file renaming scripts as it's becoming a real task to process this many portraits manually. Once that's done I'll re-upload with fixes for any bugs, edited wetness textures, and less post-processing. Will put off the IC update until that's done.
Hey guys!
I’ll be making a full Inner Circle update post tomorrow, but for now I’ll just go over some of the key points regarding BT3. Here’s a broad list of changes:
We’re now using Ubercharge’s battle/portrait lighting rig; the goal of which is to help us quickly and easily light the portraits to match any environment. We’ve obviously been changing this up with every test release, but we’re not simply treading water. It’s largely growing pains as we develop this workflow that will not only produce good looking results but make for speedy development of future environments.
With the above graphical changes, some things have changed on our end as well. I’m now using procedural 32-bit compositing for all portrait/battle related artwork, just like Uber has been doing for maps recently. Hopefully you can see the difference in how well the graphical elements mesh with each other. The grading also preserves the vibe of the darks without that overly contrasted look BT2 had. I’ll go more into my progress/goals there in the IC post tomorrow.
One relatively minor sacrifice I’d like to point out is we’re changing how we go about showing “terrain” in the pose artwork (currently only visible with the K.O. artwork). In previous releases we had it so that little plot of ground that shows up in some pose artwork would match the environment. We’re changing this to a generic look (currently just a polished black material for now) since having unique textures/versions is technically incompatible with our new workflow. We tested some other ideas that didn’t work too well, but we might come up with something better later.
As far as issues go – the tutorial pop-ups don’t have Japanese versions yet, but these will probably be in the next test release, which I’ll also talk more about tomorrow :D.
As always, let us know if you find any bugs or anything unusual! For anything major, don’t forget to follow these procedures:
Bug Report Instructions (Updated!)
I would like to ask a favor from everyone who stumbles upon a bug. Most of you who have played the game haven't mentioned encountering any bugs at all, which is a good thing, but it also means that bugs still out there are very hard to find and fix, so we must rely on you to provide us with as much information as possible! It takes only few minutes to create bug report, but it can save us hours to fix a bug with minimum amount of info. Please follow these few steps when reporting a bug to make our lives (or rather, our programmer's life) much easier:
Thanks guys!
Jamie C.
2018-03-28 07:20:28 +0000 UTCAltairPL
2018-03-28 00:23:14 +0000 UTCMangoFishSocks
2018-03-27 22:17:28 +0000 UTCJamie C.
2018-03-27 19:30:02 +0000 UTCdd209
2018-03-27 11:18:33 +0000 UTCMangoFishSocks
2018-03-26 19:24:14 +0000 UTCMangoFishSocks
2018-03-26 04:05:50 +0000 UTCMostacho
2018-03-25 20:54:51 +0000 UTCBAB PEEG
2018-03-25 13:54:49 +0000 UTCAltairPL
2018-03-25 12:52:54 +0000 UTCAltairPL
2018-03-25 12:34:50 +0000 UTCAltairPL
2018-03-25 10:39:24 +0000 UTCAltairPL
2018-03-25 10:37:59 +0000 UTCMangoFishSocks
2018-03-25 09:51:16 +0000 UTCFredinator
2018-03-25 08:49:38 +0000 UTCdd209
2018-03-25 07:32:41 +0000 UTCSomnovox
2018-03-25 05:16:52 +0000 UTC