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Fable Legends


Gość Soul

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  • 2 miesiące temu...
Opublikowano
Since Epic released the full Unreal Engine 4 source to subscribers, we've had a number of questions about our dynamic global illumination tech, which Epic recently integrated into UE4. We wanted to take the opportunity to talk about why we developed this technology and how we're using it to make Fable Legends look amazing.

 

We made a decision early on to have fully dynamic lighting in our game. We think this is important for a number of reasons: It allows dynamic time of day, which adds variation to our world; it massively improves iteration times for artists; and it supports dynamic objects both reflecting and receiving light. Dynamic GI can also give higher quality results than baked lighting in some cases, for example, reflections, where lighting needs to take into account the view position. 

 

Dynamic direct lighting has been around in games for a number of years, but dynamic indirect lighting (i.e bounce lighting or global illumination) – i.e. light bouncing off objects in the scene onto other objects - is a much harder problem to solve, so generally it either isn't computed dynamically, or a very simple representation is used (e.g. a single hemispherical light for the sky).

 

Unreal Engine 4 has an excellent deferred renderer, which supports physically-based materials and can support large numbers of lights efficiently. We did some work optimising UE4’s cascaded shadow maps (which Epic also integrated into Unreal), but the missing piece of the puzzle for us was dynamic indirect lighting.

 

Epic has previously researched a real-time GI method called SVOGI with promising results, but it was never quite fast enough. Of all the papers on the subject, Crytek's Light Propagation Volumes seemed like the best solution for our game. It was fast, scalable and could also support reflections and secondary occlusion. However, this method was a DirectX 9 implementation, and we felt we could do even better with modern DirectX 11-class hardware and the power of compute shaders.

 

We developed an implementation of Light Propagation Volumes, specifically targeted at modern GPUs (such as the one in Xbox One). Our method supports 2nd-Order Spherical Harmonics, which gives better directionality than the original method. We use compute shaders to generate a high quality voxel representation of the scene's geometry, which we use to provide secondary occlusion and multiple light bounces.

 

http://www.lionhead.com/blog/2014/april/17/dynamic-global-illumination-in-fable-legends/

 

Arch.jpg

Chest.jpg

Gość DonSterydo
Opublikowano

Jestem w stanie uwierzyć, że gra tak wygląda bo nie ma kosmicznych tekstur ani modeli z milionów poly (poza oczywiście mocnym wygładzaniem krawędzi).

  • 4 tygodnie później...
Opublikowano

http://www.computerandvideogames.com/464112/fable-legends-will-have-a-huge-presence-at-e3/

 
Lionhead boss thinks Xbox One RPG is "one of the most beautiful games on the platform"

Fable Legends will have "huge presence" at E3, according to Lionhead.

 

Speaking at a UK press event on Monday, studio head John Needham said of the Xbox One RPG: ""Fable Legends is an exciting title that's really fun already. We're building it with Unreal Engine 4 and that combined with Xbox One has resulted in us building I think one of the most beautiful games on the platform.

"We're super busy at the studio gearing up for E3. We're going to have a huge presence there. You can come to our booth and play. "

 

Announced in August 2013 during Microsoft's Gamescom showcase event, Fable Legends will feature co-operative gameplay for up to four players.

Lionhead has described the launch version of Fable Legends as "season one" of the game, with plans to evolve the title over five to ten years.

Although Fable Legends will feature a strong online component, Lionhead has said it's "not an MMO" and can be played offline in single-player.

"You can play with other people in a four-player cooperative experience. Your party could be all human players, or a mix of players and AI-controlled Heroes," the studio explained last August.

"You can switch easily between single player and multiplayer styles of play whenever you decide, or when a friend signs on. During a quest, you can elect to battle a human or an AI Villain."

Legends will also include "mini-games, pub games, and similar activities", some of which may use Kinect motion controls.

Lionhead has said that Fable Legends is the "only core Fable game" in development, with no sequel to Fable 3 planned. A Fable Legends beta test is planned for 2014.

 

Opublikowano

bałem się jakiegoś MMO ale jak z powyższego newsa wynika, ze mogę być spokojny

 

Lionhead has said it's "not an MMO" and can be played offline in single-player.

"You can play with other people in a four-player cooperative experience. Your party could be all human players, or a mix of players and AI-controlled Heroes,"

Opublikowano

Przedstawiamy Inge 

 

IngaNEW.jpg

 

 

 

Today we're excited to unveil our third Fable Legends Hero: Inga!

 

Growing up as the tallest and strongest kid in the village, Inga had a habit of coming home brown with mud and black and blue with bruises after mud wrestling anyone who caused problems for her friends... 

This was neither the behaviour (nor the colour scheme) her mother had in mind for her good daughter. Indeed her mother thought Inga would be much better off in pink with bows, or spending her time at dancing lessons. Inga though, much preferred her tomboy tussles and taking on the role of defender, protecting the smaller children in the village from the bigger ones. Everything seemed clear to Inga.

Good and bad, weak and strong, until the day when Inga’s friend told her a bully had mistreated her. Arriving on the bully’s doorstep, Inga duly punched the boy to teach him a lesson about how to treat girls properly. The boy fell heavily, breaking his arm as he did. Neither knew it at the time but this injury would never truly heal, ending his dreams of becoming a blacksmith. To make things worse, Inga soon learned that the boy had done nothing but spurn the girl’s romantic advances.

The girl had used Inga. Vowing never to let this happen again, Inga stepped aside from her chosen role as protector and attempted to solve disputes with words instead. However, bullies don’t disappear when childhood ends, instead they tend to get older and stronger. So it was, after years of eschewing violence* Inga came to be walking through the forest with some friends. There they came upon a band of outlaws looting the tomb of a Hero. These well-seasoned villains weren’t of a mind to listen to Inga’s words, preferring to indulge in their normal sport: villainy.

Seeing her friends threatened, Inga was left with no other choice. She headed straight for the biggest of the outlaws and knocked him clean out. Taking the shield the outlaw had looted, she immediately defeated two more of the ruffians. The rest of the gang ran. Witnessing this battle, Inga’s friends realised the truth, Inga was a Hero. It seemed hard to deny, for not only was there Inga’s defeat of the villains to consider, but also the fact that Bulwark (the Hero’s magical shield) had taken to her.

Pitflea is only a small hamlet on the edge of nowhere and the tomb of a Hero was a big thing for this small place, it put them on the map. Not literally, for there were few maps of Albion at this time, fewer who could read them and a general absence of tourism (so the old Hero’s tomb had become a matter of pride). Having their own live Hero, who was born and bred in Pitflea, well that was something to boast about. So it was that Inga found herself known and feted across the whole region. It also led her to the realisation that she was destined for bigger things. Throwing off the yoke of primula pink and instead donning spikes and leather crafted for her by the local blacksmith, Inga shouldered Bulwark and headed for Brightlodge. To learn how to hero properly. 

Inga’s new shield, Bulwark, a huge piece made of timber and brass, was more than the sum of its parts. Having a shield with a name is rare enough, but the shield also boasted an enchantment bound into it that helped it heal and reform no matter the damage it took. Legend has it that the shield is dragonproof, but an inconvenient shortage of dragons means it hasn’t been possible to check the validity of this claim. Armed with her strength and country wisdom, as well as an enormous magical shield, Inga is a fast learner and good friend. If you’re stupid enough point a weapon at her companions she will ensure that you never threaten anyone again.

* even agreeing to wear the odd bonnet to keep her mother happy.

Inga-solo.jpg

 

 

  • 2 tygodnie później...
Gość DonSterydo
Opublikowano

Wygląda na to, że Legends zapowiada się dobrze tylko na papierze.

Opublikowano

Zapisałem się do bety, z chęcią sam to sprawdzę (jeżeli będzie mi dane) - animacja faktycznie sztywna, ale pod zabawę wieloosobową zapowiada się całkiem intrygująco (szczególnie fajną kreską malowana jest cała otoczka + klimat też daje radę). No i tryb "boga" sprawia, że poszczególne lokacje (czy dungeony czy światy) mogą nabrać zupełnie nowych rumieńców :)

Gość Orzeszek
Opublikowano

mi to troche przypomina jakiś zamysł z dungeon keepera, rozstawiamy stworki, płapki, dobre ludki atakują itd.

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