Due to the issues we had during the past few days, I’ll be brief because i don’t want to postpone your gameplay much further. With that being said, I’ll mainly focus on revealing the more exciting features being introduced by our newest version!
Dynamic interiors 3.5 with sounds:
Previously in the RCRN 3, we introduced Dynamic Interiors as a concept idea. Something we feel is amazing but still a bit “rough around the edges“. In 3.5 we fully developed this idea into something that we’re confident is absolutely stunning!
We not only solved the heavy “adaptation” issue which occured after exiting a DI, but we also added a full DI management in order to correct the vanilla issue causing weathers to randomize after entering-exiting from a DI… What this means?
Entering an inn while weather conditions outside are sunny and clear, the same sunny weather is reflected inside upon the interior architecture by way of windows and skylights. Exiting the inn will no longer trigger the vanilla random weather change, as the DIs will now maintain the same weather in a seemleass immersive transition.
So the weather is fixed and can not change while you are inside? False, the weather can change while you are inside a DI, but you can visibly see the change through any of the interior windows/holes. Once you go outside the same weather that you witnessed changing out the window will still be occuring! To further illustrate see this next example!
Why adventure around 6pm? Go to your favourite inn, grab a chair and a beer and look at one of the most stunning dynamic dusks ever done in a videogame!
Yes, DI lighting is updated minute per minute, so you can stare at our amazing dusks, dawns and auroras by every indoor hole/window where DI is enabled, and interior lighting will dynamically adapt to match what’s occuring outside! Is this enough for this feature? No it is not, we are not done yet! Check this final example!
You are adventuring at night during a heavy rainstorm when you finally found somewhere to dry off and… surprise, the intense thunder clapping your ears outside, still rumbles the dark lit interior briefly lit up by the intermittent illuminating flashes of lightning.
To further immerse this condition, the rain tapping the roof of the wooden structure can also be heard, in addition to the wind howling and whistling through the wooden shafts.
Anything else? Yes, and finally all this comes… without any performance hit!
Real Volumetric Fog:
When active, Volumetric Fog will be generated during foggy weathers aimed to add depthness to the fog it self. We merged the coding power of MannyGT with the design capabilities of the RCRN Team. The result of this are 3 different volumetric presets (OFF/DOF ONLY – SUBTLE – HEAVY) to accomodate your preferences!
HERE you can have a better look and comparison some screenshots!
This is our brand new GUI. We improved the previous version aided by all the great feedback and ideas we collected during these past months. For more information and getting started with it go to this dedicated post HERE!
These are the key features of RCRN 3.5, but there are many more additions and fixes that our dedicated team has done; you can veiw these in the FULL CHANGELOG located HERE!
We hope that you will enjoy the new version! And remember, we truly value your opinions, feedbacks, and suggestions. Your voice is important to us and who knows, your contributions may become a feature in the next version!