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Nightmarchers - Interview

Discussion in 'Game/SP News & Comments' started by RPGWatch, Jan 21, 2018.

  1. RPGWatch

    RPGWatch Watching... ★ SPS Account Holder

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    [​IMG]Wccftech interviewed Nathan Gray - one of the programmers of Nightmarchers -about the game:

    [​IMG]

    Nightmarchers Interview - A Tropical Apocalypse On a Larger Scale than Skyrim

    Proudly described as 'Mad Max meets Moana,' this tropical FPS/RPG hybrid is about to get its time in the sun. The crowdfunding campaign for Nightmarchers is about to begin on January 17th and we had the pleasure of speaking with Nathan Gray, a programmer at Wyrmbyte, after taking a small virtual tour around the island of Oahu and taking a look under the hood to see what is planned for Nightmarchers.

    (Nightmarchers) is built in Unreal Engine 4, correct? What sort of middleware are you integrating?

    Correct, yes. The primary one out of all of them is the sky is called TrueSky. It's a middleware plugin that does really fantastic sky simulation. TrueSky is kind of the primary one because it integrates into all of the visual systems in our game with the lighting and all of that. There are a few other general plugins that we have found and integrated off of the Unreal marketplace, some sort of utility libraries like the Victory Plugin. One of the big ones that we use is IKinema. I'm not sure if you're familiar with that one, but IKinema is the one that deals with foot placement so that you keep your feet on the ground at all times. It's an IK solutions package that's also tied into how we do our character aiming. Another one that we use is the FaceFX plugin (which) allows us to do facial animations for dialogue. I can get you a list of the other middleware and plugins if that's something that you'd be interested in knowing a bit more about.

    I know that's something (we) always have interest in especially with the APIs you are using, such as Vulkan, for example.

    We haven't started investigating anything with Vulkan yet. It's one of the things on our radar to investigate, but that one in particular we haven't done much with yet. Anything that Unreal Engine itself happens to integrate is something that we end up using. Unreal uses the PhysX physics engine, for instance, so we'd just go ahead and roll with that. Anything that's kind of built into Unreal we're probably taking advantage of in some capacity. (That) includes the Simplygon mesh deformation for optimization of distant objects so that we actually have the ability to render as many as we do.
    [...]

    -> to the Fig-Campaign update
     
    Last edited by a moderator: Jan 21, 2018
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