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World of Diving News

Devblog 66

Johann
Performance and Graphical user interface conversion


This week I've been sitting with the artists to do some much needed optimizations. These are mainly important for VR, in which you have to render at a very high FPS to reduce motion sickness. For example; for the Oculus Rift this is 90 FPS. We've began with the first level, Diving Base. We've managed to improve a lot, and after we do some code optimizations we'll reach the target FPS.

As for the GUI conversions; Now all of the systems are converted, I'm currently working on getting everything stable and ready for putting live.


Jeroen
World of Diving Oculus support


This week I've been working on fixing bugs for support of World of Diving on the Oculus Platform. Steam provides functionality for handling user lobbies, inviting users to a game and matchmaking. This is something the Oculus platform also supports, but in a different way. So another implementation of our networking system using Oculus platform had to be implemented to allow multiplayer to work. We would like to have the implementation and the interface to player to be almost identical between Steam and Oculus.

This is still work in progress, because there are slight variations in how the 2 platforms handle matchmaking and inviting other users. On top of that, there is not always a clear and good documentation on how third party code is designed, so often some experimentation is required to find out how everything works exactly. So the end goal of this is to have multiplayer while playing the game using the Oculus platform that gives almost exactly the same experience to users as multiplayer does in Steam. Please note that this means that matchmaking will therefore not allow a player from one platform to connect to a player from another platform. This is to allow for the functionality like inviting friends through Steam & Oculus.


Vincent
Diving Base optimizations


Hi there,

It has been a while since we did a blog. This reason behind it was that we felt the blogs didn't make sense when we don't have anything useful to show for. We are doing a blog right now to show we are still dedicated and working on WoD.

Last weeks I have been working on optimizing the game for VR. This should also be noticeable in the non VR version. I have redone most of the rock in the diving base. Right now there was a lot of 'popping' from LOD models and there were a lot of different materials on the rocks.Now every rock is done with a bigger rock so it are lesser seperate models. I also deleted all the polygons that are beneath the terrain. Normally this would not matter too much but because VR need to run on 90fps we needed the optimisation and it look better to. This is the same for the coral rock which are now grouped and have no more polygon under the terrain.

Hopefully you like it.



Bjorn
Art optimizations


In the past couple of weeks we have been working on alot of optimization for the game and we have tried our best to make the game look better than it did before.

Below are a few screenshots of some of the new models in the game, After posting some work in progress shots off some collectables in the past Dev Blog I worked on a few more. Next to this I did alot of optimization work for the levels so the framerate should run alot more stable now.

I hope you guys enjoy and I will stay hard at work at some more stuff to make the game awesome ! :)


Niels
More art optimizations...


Hello Divers!

My job has mostly been focussed on optimizing current artwork, and I have had the chance to get some work done on new models aswell.
I hope to be creating more visually appealing artwork in the future.




Jeff
Even more art optimizations!


I have been working on optimizing existing items, areas; making new items (collectables); Creating new textures; And also well on the way for the community shipwreck.

The ship itself is nearing completion after which it will be turned into an actual wreckage.
Also the environment is being blocked out and concept arts have been made for the look and feel.



Mermaid statue for the shipwreck


Yorick
And another artist doing artist work things


Hello my name is Yorick. I'm one of the 3D artist at vertigo.

I've been working on some new stuff for World of diving. Mostly I was busy optimizing art.
I've been combining different assets so they use one texture, which is good for performance. I did this for the corals, seaweed and the assets that can be found in the Diving Base level.
I've been making new textures and new assets. If you scroll down you can see what I've been working on.


Devblog 66

Johann
Performance and Graphical user interface conversion


This week I've been sitting with the artists to do some much needed optimizations. These are mainly important for VR, in which you have to render at a very high FPS to reduce motion sickness. For example; for the Oculus Rift this is 90 FPS. We've began with the first level, Diving Base. We've managed to improve a lot, and after we do some code optimizations we'll reach the target FPS.

As for the GUI conversions; Now all of the systems are converted, I'm currently working on getting everything stable and ready for putting live.


Jeroen
World of Diving Oculus support


This week I've been working on fixing bugs for support of World of Diving on the Oculus Platform. Steam provides functionality for handling user lobbies, inviting users to a game and matchmaking. This is something the Oculus platform also supports, but in a different way. So another implementation of our networking system using Oculus platform had to be implemented to allow multiplayer to work. We would like to have the implementation and the interface to player to be almost identical between Steam and Oculus.

This is still work in progress, because there are slight variations in how the 2 platforms handle matchmaking and inviting other users. On top of that, there is not always a clear and good documentation on how third party code is designed, so often some experimentation is required to find out how everything works exactly. So the end goal of this is to have multiplayer while playing the game using the Oculus platform that gives almost exactly the same experience to users as multiplayer does in Steam. Please note that this means that matchmaking will therefore not allow a player from one platform to connect to a player from another platform. This is to allow for the functionality like inviting friends through Steam & Oculus.


Vincent
Diving Base optimizations


Hi there,

It has been a while since we did a blog. This reason behind it was that we felt the blogs didn't make sense when we don't have anything useful to show for. We are doing a blog right now to show we are still dedicated and working on WoD.

Last weeks I have been working on optimizing the game for VR. This should also be noticeable in the non VR version. I have redone most of the rock in the diving base. Right now there was a lot of 'popping' from LOD models and there were a lot of different materials on the rocks.Now every rock is done with a bigger rock so it are lesser seperate models. I also deleted all the polygons that are beneath the terrain. Normally this would not matter too much but because VR need to run on 90fps we needed the optimisation and it look better to. This is the same for the coral rock which are now grouped and have no more polygon under the terrain.

Hopefully you like it.



Bjorn
Art optimizations


In the past couple of weeks we have been working on alot of optimization for the game and we have tried our best to make the game look better than it did before.

Below are a few screenshots of some of the new models in the game, After posting some work in progress shots off some collectables in the past Dev Blog I worked on a few more. Next to this I did alot of optimization work for the levels so the framerate should run alot more stable now.

I hope you guys enjoy and I will stay hard at work at some more stuff to make the game awesome ! :)


Niels
More art optimizations...


Hello Divers!

My job has mostly been focussed on optimizing current artwork, and I have had the chance to get some work done on new models aswell.
I hope to be creating more visually appealing artwork in the future.




Jeff
Even more art optimizations!


I have been working on optimizing existing items, areas; making new items (collectables); Creating new textures; And also well on the way for the community shipwreck.

The ship itself is nearing completion after which it will be turned into an actual wreckage.
Also the environment is being blocked out and concept arts have been made for the look and feel.



Mermaid statue for the shipwreck


Yorick
And another artist doing artist work things


Hello my name is Yorick. I'm one of the 3D artist at vertigo.

I've been working on some new stuff for World of diving. Mostly I was busy optimizing art.
I've been combining different assets so they use one texture, which is good for performance. I did this for the corals, seaweed and the assets that can be found in the Diving Base level.
I've been making new textures and new assets. If you scroll down you can see what I've been working on.


Devblog 65

Johann
Graphical user interface conversion V6


Like the last time; I've been converting several more small systems to the new UI system. This week, the following features were converted:

- The tour 'any button to close' message
- The 'open community mission terminal' button
- The 'loading community mission' message
- The community mission voting view
- The divegame.net profile window
- Fadeout view
- The loading screen
- The air refill point view

The current status of the conversion: There's about one more of these 'small systems' passes to go, after which everything has to be tested and bug fixed, and we'll have to make sure everything has controller support.


Bjorn
Collectables


Hello guys, my name is Bjorn and i am the new intern at Vertigo Games. Currently i am studying Game Art here in Rotterdam and for the next six months i will work at Vertigo Games for my internship.

I'm excited to work on World of Diving for the coming months. It has been my first week at the office and i started working on some collectables for the game. My first collectable is a Ancient Pot, I made three variants of this collectable. Bronze,Silver and Gold. After finishing up the pot i started on the next one right away. A ship compass. I just finished op the model for this one and will unwrap and texture it in the coming days.



I hope you guys are excited for the new stuff and i am sure you will hear more from me in the upcoming months :)


Niels
More collectables...


Hello divers!

I would first like to introduce myself, I am Niels and I am one of the new interns at Vertigo Games.
I will spend my time at vertigo mostly on creating 3D models and textures.
For the last 3 days I have been working on some collectables together with Bjorn and Jeff wich will soon be added to the game for you guys to be picked up!
My time has been spent on creating a beer tankard wich is collectable in 3 different versions; Bronze, Gold and Silver.




Jeff
Even more collectables!


My name is Jeff,

I am a new visual arts intern here at Vertigo Games.
My first week here has been a lot of fun and I am looking forward to spending my time here.
Along with the other interns I am currently assigned to making Collectible items for World of Diving.
Below a sneak preview of a ship in a bottle. It features a Brony easter egg.


Devblog 65

Johann
Graphical user interface conversion V6


Like the last time; I've been converting several more small systems to the new UI system. This week, the following features were converted:

- The tour 'any button to close' message
- The 'open community mission terminal' button
- The 'loading community mission' message
- The community mission voting view
- The divegame.net profile window
- Fadeout view
- The loading screen
- The air refill point view

The current status of the conversion: There's about one more of these 'small systems' passes to go, after which everything has to be tested and bug fixed, and we'll have to make sure everything has controller support.


Bjorn
Collectables


Hello guys, my name is Bjorn and i am the new intern at Vertigo Games. Currently i am studying Game Art here in Rotterdam and for the next six months i will work at Vertigo Games for my internship.

I'm excited to work on World of Diving for the coming months. It has been my first week at the office and i started working on some collectables for the game. My first collectable is a Ancient Pot, I made three variants of this collectable. Bronze,Silver and Gold. After finishing up the pot i started on the next one right away. A ship compass. I just finished op the model for this one and will unwrap and texture it in the coming days.



I hope you guys are excited for the new stuff and i am sure you will hear more from me in the upcoming months :)


Niels
More collectables...


Hello divers!

I would first like to introduce myself, I am Niels and I am one of the new interns at Vertigo Games.
I will spend my time at vertigo mostly on creating 3D models and textures.
For the last 3 days I have been working on some collectables together with Bjorn and Jeff wich will soon be added to the game for you guys to be picked up!
My time has been spent on creating a beer tankard wich is collectable in 3 different versions; Bronze, Gold and Silver.




Jeff
Even more collectables!


My name is Jeff,

I am a new visual arts intern here at Vertigo Games.
My first week here has been a lot of fun and I am looking forward to spending my time here.
Along with the other interns I am currently assigned to making Collectible items for World of Diving.
Below a sneak preview of a ship in a bottle. It features a Brony easter egg.


Devblog 64



Johann
Graphical user interface conversion V5
This week I've converted lots of smaller systems to the new UI system:

- Radial selection (which you use to select tools and gestures)
- In-game menu
- Console messages (like 'A player has joined the game')
- The player level bar in the main menu
- The customization loading circle animation
- The fps counter
- The mission editor (lots was already converted because it works with the tile system)

These systems could be converted fairly quickly because a lot of elements were drawn using the tile system, which was already converted. Also, a lot of utility functions have been added to make a lot of conversions easier to do.

Vertigo is closing for christmas and new year, so you'll hear from us again after that. Happy holidays to all of you!