Rosales Dev Stories - Dwarfheim Development Build January 2021 - Fog Of War Test

Subscribers:
205
Published on ● Video Link: https://www.youtube.com/watch?v=2DSZ5ZgRxsc



Game:
DwarfHeim (2019)
Duration: 4:59
46 views
4


English:
From Nov 2019 to Jan 2021 I worked in a Multiplayer Asymetric Strategy Game called Dwarfheim, from the extinct Norwegian Company Pineleaf Studios as Programmer/Tech Artist. one of the most annoying task were the Fog of War (FoW) due to the old system wasn't optimized for Unity's HDRP at that moment (it just got recently in production that moment). due to that, the second camera used for FoW rendered ALL LIGHTS from the whole map, affecting the game's global performance.

this was solved with a CPU based FoW solution which does not need the extra camera.

Fixed that, it needed to implement the basic behaviors:
1. FoW Layers: FoW has 256 values, each layer have a minimum value to let the objects (enemies, resources, buildings, etc) appear.
2. Updating the resources and building status only when it was visible, when entered in FoW, their actual visual state remains until it is in the unit's field of view again.

My contract terminated once this task was delivered. (the game had a really bad early access launch and a even worse Final version launch).

Español:
de Noviembre 2019 a Enero 2021 trabajé en un juego de estrategia asimétrico llamado Dwarfheim, de la ya extinta compañia noruega Pineleaf Studios como programador/tech artist. Una de las tareas mas problemáticas hasta la fecha era el sistema de niebla de guerra debido a que el antiguo sistema de FoW(niebla de guerra) que tenian era simple, pero no óptimo debido a que usaban el sistema de renderizado de alta calidad (HD Renderer Pipeline, HDRP) estaba en fase muy temprana de desarrollo, a parte de que el renderizado de cámara se comportaba de manera distinta (el antiguo FoW usaba la camara asignada a renderizar dicho efecto. Pero "gracias" a HDRP tambien renderizaba la iluminacion DE TODA LA ESCENA, afectando al rendimiento global del juego).

Esto se solucionó con un sistema de FoW que, aunque usaba CPU, no necesitaba de una cámara extra.

Resuelto el gran problema de rendimiento, tocaba implementar varias características básicas:
1. capas de FoW: el FoW tiene 256 valores, cada capa (unidades, edificios, recursos, etc) tiene un valor minimo para hacer aparecer dichos objetos en el campo de vision de las unidades.
2. Actualización de estado recursos y edificios enemigos: una vez visto un edificio o recurso, este se actualiza hasta que vuelve a entrar en la niebla de guerra.

Una vez terminado esta tarea, mi contrato terminó (tuvo un lanzamiento Early Access malo y un lanzamiento aún peor, el juego murió al nacer).




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Other Statistics

DwarfHeim Statistics For Rosales Productions

At present, Rosales Productions has 57 views spread across 2 videos for DwarfHeim, and less than an hour worth of DwarfHeim videos were uploaded to his channel. This makes up less than 0.07% of the total overall content on Rosales Productions's YouTube channel.