BrightRidge HD version 2.0 is available now
Just a cross posting – if you like BrightRidge free you might want to check this out.
First person view option (thank you Gingerpanderbearfreakguy)
More detailed terrain with realistic erosion and undulation
Orange Puffids – poisonous bulbous weeds can be cleared out with a hit
Global fog on by default – Global fog and Distace fog density can be independently set
Upgraded Road system to allow more flexible world design
Inn Architecture – the front stairwell
New “Alien” Terrapin Tower in preparation for storyline
Arrow size UI option (for quests in v3)
Improved combat animation – Make hit pause momentarily with Particle flash
New Puddle system for more flexible puddles
added terrain quality settings in options
Hammer for boy, wrench for girl
added eagle spirit view
Added FXAA3 Antialiasing in effect options
New tree species – Empyrial Dashwood
FIXED and IMPROVED
Bloom filter causing bright white highlights
Map moved to main options
Hero starts embedded in ground
Bow and arrow / first person view too low
Touchpad doesn’t resize with resolution change
Global fog moved to ATMOSPHERE options beside distance fog
Separate global fog settings per time of day
collision in water columns (thanks youtube viewers)
Change to version 2, v3, v4 simplify
moved touchpad option into camera options
Faster deer and fox shapechanges
collider on chandelier
volumes dont affect rain and some sounds
removed joystick in spirit view
moved fast travel to map
Fixed broken animal swimming
shapechnge animal sticks animation on exiting viewdot – sometimes deer shape doesn’t switch to idle from run or walk
Code, content and memory optimization
Archive for the ‘Uncategorized’ Category
BrightRidge Gnomes and their homes are found in many different environments. Although loners by nature, you can sometimes stumble across a gnome village, usually abandoned by tenants seeking a life of quiet adventure elsewhere…
Nimian Legends : BrightRidge sentinels have been redesigned from scratch to be more in line with the alien technology design. Light rays let you know when a sentinel is approaching, even when from behind.
I’m submitting update 1.2.1 to the app store tomorrow, hopefully it will be approved soon. I’m doing smaller but more frequent updates now as i am close to finishing the mechanics before i do the big “Quests” update. Here’s a rundown of the new features
enter photo mode to freely move the camera and take screenshots that are saved to your iPhone or iPad’s camera roll. The screenshots on the page were taken on my iphone using this feature. I think it might make promoting the game a bit easier too if people can compose their own shots and share them
First Person View
You can now explore BrihtRidge in first person mode. It looks pretty cool If you attack while in First Person mode your bow becomes your default weapon.
I reduced the source file size by half and fixed the 300 or so Unity warnings by removing all the obselete code. These warnings in Unity 4 became errors in unity 5 so its all part of a massive code and asset clean up that should make the game much faster over the next few updates
Now your players feet splash when walking in a river as well as walking in lakes
Splash Screen GUI
The splash screen options have been updated to match the rest of the game’s option screens
A lot of them
I’ll post an update here as soon as/if apple approves the update. I am already working on update 1.2.2 that brings a cool new feature – portal grenades – more on that soon but it’s a cool new way to travel around brightridge.
In the meantime here’s a few more screenshots taken with the new Photo Mode feature
I want to thank everyone who has sent kind words and reviews about BrightRidge. Its’s a game that has been close to my heart and one that I think is growing into something i can be proud of.
But I have started thinking that I might give up game development.
It started about a year ago. Unity is a wonderful versatile engine, and I couldn’t have come this far without it. But a regression in version 4.3 has kept me using an older version of Unity for the last year. I’ve talked about it a lot on the Unity forums and have been hoping for a fix. I actually just put together a sample project for the Unity Bug Team and you never know, the regression might get fixed yet.
But in waiting for it my ability to continue working on my game came in doubt. I feared that eventually my version of Unity would become obsolete, and it looks like that’s what’s happening now, with Apple’s February deadline for ll apps being 64bit and using the IOS8 SDK. I currently can’t export my game for IOS8, and i’m not sure if Unity will be able to or desire to back port this support to an older version of Unity.
The kicker came today when I bough Unity 5 and tried the game out in it. Even if the tree bug gets fixed, the Unity 5 API breaks so many elements and scripts in my game that I realize I will have to recreate the game from scratch – rebuilding it in Unity 5. This is totally possible, but solo game development is very hard, and i just don’t know if I have the energy to rise up to these technical challenges. Also i don’t make a lot of money and the new license is just one of many game dev tools that sets me back a few thousand, which is quite a few months rent. I don’t know that i can afford to do this.
Now none of this is to blame Unity – those guys have made an amazing engine. But lately gamedev has become more about overcoming technical challenges to articulate a vision with less and less time available to imagine, create and flesh that vision out. This is kind of how I felt about Flash near the end of my relationship with it. And with disorienting software updates that feel like they’re increasing in frequency it’s becoming harder to maintain a stable development pipeline.
Anyways I am just putting this out there because there are many people who have contacted me about updates and i wanted to let people know what the future might hold. Game design is a dream of mine and i’ve been working on it for about 15 years. I do want to say I never did it for money (and never really made much from it anyways) and I don’t regret the experience. No matter what I eventually decide, judging from the many encouraging words of feedback I am very glad to have been able to bring some moments of fun and fantasy to a few people.
I’m building an Omnipedia – a collection of art and information about the people and places of Nimian Legends. And it will provide mor backstory for people who’d like tyo know more about the world in depth:)
There’s a ton of new options to control the visual quality in BrightRidge update 1.2. One of them is resolution switch. Supported on iPhone 5 and up for now, it let’s you switch between the lower resolution of the original game and native 1136×640 display for even crisper results.
Sometimes what’s cool in game design is you create a new mechanic and find out you can do more with it than you thought.
MAGIC HOUR was an image effect i had added to your options for update 1.2. But I realized i could use it to simulate different kinds of atmospheric scattering in the air. Here’s a screen shot of some of the available options. It can add a different atmosphere to your explorations.