In Praxis… Atmosphere Revisited

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atmo_mood

As Reset development heads into the home stretch (September/October target for release) and Alpo continues working on gameplay and content, I’ve been adding missing features, fixing bugs and optimizing. One of the major remaining things was to complete the atmosphere technology. We’ve felt from the start that the world outside the gameplay area is also important for immersion. We want the player to feel like they’re on a planet and not just on an island. Read more

In Theory… A Hollywood Movie!

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HeyheyheyHEY!

Oh boy do we have an amazing announcement for you guys and gals! Reset is being made into a big budget blockbuster Hollywood movie!!!!!111!!1! With none other than Sandra Bullock as the mysterious mech operator! She was by far the best choice, even when she needs to wear a fake beard for the role. And the overall cast is unbelievable! We have been managing the production for the past couple of months and it’s been super fun and frustrating at the same time. And it has been extra superduper hard to keep the lid on it. It has been the best kept secret in Hollywood, but not anymore! Ladies and gentlemen, here is the debut poster for the film!!!

reset_movie_poster

We are battling the big boys on the other side of the ocean on which one gets released first, the game or the movie. It’s a David vs. Goliath standoff. But, we’re going to win! The movie is scheduled for the holidays. Even as we’ve had to push back the game’s release hopefully for the very last time to September/October we will be victorious. But the boys in Hollywood sure know their stuff. They came up with the perfect tagline. For we feel exactly the same. :D

Superhyperblockbusterdupermegalomaniacblockbusterboxofficesmashhitexciting!

In Theory… Greenlight post mortem.

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Helllllo!

As we’re making good progress towards the full release we thought we’d make some noise and share our Greenlight stats. The journey took 11 days to get greenlit in our case and actually was not that eventful. :D The stats however are at least somewhat interesting as they can add to the discussion of the current state of the Greenlight system.

Read more

Reset is Greenlit! \o/

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And so after a week in Steam Greenlight… we are already Greenlit!!!! Superduper thanks everybody!!! :D:D:D \o/ Oh and here’s a new screenshot. :) (Greenlightpage:http://steamcommunity.com/sharedfiles/filedetails/…)

reset_overgrowth

Steam Greenlight Voting is Active NOW!

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Heyheyhey guys and gals!!!

We’re suuuuuper stoked, voting for Reset to be on Steam has finally begun. \o/ The game is moving forward and we’re targeting a Spring 2016 release.

Want to play Reset right now? No problem!

Help Reset to get on Steam by voting and grab your Greenlight Demo at

http://steamcommunity.com/sharedfiles/filedetails/?id=522377676

The demo content is the same as in the Beta Demo, but optimized an updated. The Greenlight demo also has an installer, so it should be hassle free to get it going. The performance has increased significantly but bear in mind that the game is still work in progress so all kinds of improvements and changes are still on the way. The demo works with the Oculus Rift BUT it’s not optimized for it yet.

New footage is also on the way in a few days. We’ll be shouting when it’s online!

Really cool stuff!! Rock on!

#theorythursday Comms tower

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Hey peeps! Greenlight starts on Monday! (fingers crossed :D)

reset_comms_tower

#theorythursday

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reset_05_open

#theorythursday Laughing food

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Making sure the demo works, we’re pushing back the greenlight start another two weeks. Yep, even the food laughs at us.

reset_laughing_sandwich

#theorythursday Mech test

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Took the mech out for a spin in the woods. Worked pretty well. :)

PS. Greenlight will start hopefully next week.

alpo_and_mech

In Praxis… Ambient occlusion #theorythursday

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I had never been satisfied with the flat look of Reset’s ambient lighting. We have baked large-scale sky occlusion, but it doesn’t have nearly enough resolution to account for the geometric detail in places like forests. We’ve had screen-space ambient occlusion (SSAO) for many years, but something about it just wasn’t right. So I decided to see if I could improve it!

ao-comparison

The top image is without any kind of screen-space ambient occlusion. It’s just for reference. You can bash SSAO variants for their problems all you want, but games that strive for photorealism shouldn’t look like the top image these days. There are other methods, but they tend to be much more intrusive.

The middle image has a custom implementation of Horizon-Based Ambient Occlusion (HBAO). That’s what we’ve been using for most of the project. Nowadays NVIDIA has an implementation of their own in their ShadowWorks package. Theirs could probably provide similar quality at better performance. According to their numbers they could also provide higher quality with slower performance. So far I’ve decided to keep roaming the great expanses of different SSAO approaches on my own. Sorry NVIDIA. :)

The bottom image has a custom implementation based on Deferred Screen-Space Directional Occlusion (DSSDO). Like all SSAO approaches, I can’t believe how dirty of a hack it is, but it seems to work. Notice the stronger contrast on the ground under the fallen branches, the bush in general, as well as around tree trunks. Performance is currently about the same as with our HBAO implementation. Unfortunately even though the algorithm operates with spherical harmonics, it doesn’t produce a visibility SH that you could multiply with your lighting SH. We just evaluate the occlusion SH using the pixel normal and use the resulting scalar occlusion value.

Mikko