Visual Clarity Improvements Incoming
Hello Riftbreakers!
We recently told you about the improvements we plan to implement in the game in the upcoming Endgame Update. One of the aspects of the game we have been working on is screen legibility. There are a lot of things happening at any given moment during The Riftbreaker’s gameplay. Whether you are expanding your base, exploring the world, or slaying hordes of aliens, your screen is sure to be full of particle effects, flying wreckage, and lots of other effects. That is the EXOR style - we want you to feel like you’re a part of something epic. It works great most of the time - that is, until we introduce more players.
Large battles against powerful bosses have a tendency to cover the world under hundreds of effects.The player’s mech is the most significant contributor to the number of special effects on the screen. You carry out all in-game actions through your avatar. Using weapons, building new structures, and even mining generates more and more on-screen objects. Once we add more mechs to the screen, the number of effects on the screen can skyrocket. It is usually not a problem during more peaceful moments. That’s when you are more likely to split up with your friends and do your own thing. One player can build up the power infrastructure, someone else can handle defenses, while another two might go exploring. Things get complicated when you bunch up.
The more players on one screen, the more difficult it is to see what is really going on.Co-op partners are most likely to group up during an attack wave. That is when you have to focus your firepower and defend what you managed to build together. All hell breaks loose at that moment - your towers start firing, producing projectiles, explosions, and wreckage. You start using your skills, consumables, and the small arsenal of weapons attached to Mr. Riggs, plus your buddies start doing the same. Your enemies won’t stand idle either. They will attack you with all their might, summoning their own effects. At some point during the fight, it gets difficult to tell what is happening altogether. We had to fix that, so we sat down together and had a long discussion about how to tackle the problem.
We sat down and watched hours of playtest footage, analyzing what the problem really is.Before solving a problem, you have to get down to its root. It was evident that the sheer number of effects was a part of it. However, it wasn’t the whole story. We analyzed a lot of still frames from the gameplay videos we took during playtesting. By doing so, we realized they all had something in common - they were all overexposed. There was too much light hitting the camera, causing the majority of the screen to turn into a bright blob with no detail or definition. That was one part of the issue. We also realized that some of our visual effects stayed on the screen too long and were too complex. That also added to the unnecessary chaos on screen. That is where our problem lies.
We quickly noticed that in many cases, overexposure was to blame for the lack of clarity.Our analysis gave us a clear path forward. We decided to give our effects a makeover and simplify them just a little. This would make them more legible in busy scenarios and improve both single-player and network performance. We began the long process of analyzing each effect individually. Player weapons were the first item on our list, especially the rapid-fire ones. They can produce hundreds of tiny lights each second when fired simultaneously by four players. These numbers add up very quickly. Additionally, whenever a projectile hits an enemy or an obstacle, a couple of additional particles are spawned, further adding to the chaos. We decided to remove the light effects from most small weapon projectiles. To compensate for that, their particle effects have received a makeover to maintain visibility.
Each bullet fired from the old SMG had a small light. It usually blended with Mr. Riggs' spotlight and making it difficult to spot the bullet itself.
New and improved SMG projectiles. They are more visible, don't have any additional lights, and are less performance-hungry as a bonus.Next, we investigated what we could do to improve our explosions. Cutting lights from those was out of the question, but that doesn’t mean we can’t find opportunities elsewhere. Our first experiment was to reduce the size of lights. The results were promising - most of the people we asked for feedback couldn’t tell whether they were looking at an explosion with a regular light or a smaller one. That’s one point for the home team! Next, we focused on the number of particles that make up explosion effects. For example, our atom bomb explosion effect comprised 1042 individual particles. We trimmed on those wherever we could. The last thing we changed was the length of the effects. We reduced the lifetime of most explosions and hits by about 25%. Hardly anyone can tell a difference, but those milliseconds do improve the situation quite a bit.
This explosion is made up of 1042 individual quads that spawn in and animate with very precise timing.Many explosions and projectiles can clutter up the screen very quickly. However, there are also some massive effects that we have been planning to overhaul for quite some time. One such example is the tornado. It has been with us since the first public version of the game back in 2020. The tornado comprised a couple hundred smoke particles that revolved quickly around the axis. It looked okay for the most part, and since it rarely happened, we were not too desperate to change its looks. The situation changed slightly when we added the fire tornado as a usable player skill. We would see it all the time and, in the case of multiplayer, often in several instances on one screen. It was time to rework the effect.
The old tornado effect covered up half the screen, pretty much.
Fire tornado also covered up half the screen, but brighter!To reduce the number of particles on the screen, we created a simple tornado model and gave it a fully custom treatment. We developed a shader that simulated the movement of the air currents and applied it to the model's surface. The shader’s color can be modified easily, allowing us to create regular, fire, and acid tornados. Of course, the shader itself won’t do much, but together with a small light and a couple of particle effects here and there, we ended up with a nice and clean tornado effect that we will be using from now on.
The new effect is much more subtle. Looks much better in-game - compression killed this one.
And here's the improved version of the fire tornado.Naturally, the things we mentioned in this article are not the only changes we’re planning to implement. We consider increasing the visual clarity as one of the most important improvements to include in the co-op and endgame updates. If you’d like to learn more about what we’re doing and be the first to test these changes hands-on (eyes-on?), then join our Discord at https://www.discord.gg/exorstudios to always get the news first.
See you next time!
EXOR Studios
The mod we're talking about today adds dozens of new buildings and technologies, increasing the complexity and challenge of playing the campaign mode by an order of magnitude.
To be honest, even with cheats and unlimited time, building up a base utilizing all features of this mod could take DAYS.
Basic resource production is actually quite simplified - one factory can mine all variants of resources. There is also a separate building for drilling underground resources.
Mr. Riggs can block tower projectiles. Towers can also block each other. Placement matters a lot!
Glorious pipe spaghetti, and this is just one side of a very small base. Imagine this in late-game.
The number of buildings Killtech could create by mixing the in-game assets is mind-boggling.
The research tree is expanded with all sorts of new tech, and your Communication Hubs will now require water for cooling. It's not going to be easy to discover it all!
We have been using regular creature models as a base for our boss system prototypes. They work fine for our use case, but they can always be better. This is why we decided to give our bosses a rework.
Adding special abilities like the Necrodon's resurrection and creature spawning worked well gameplay-wise, but we wanted more.
The Arachnoid Boss was larger and looked more menacing than its regular counterpart. We wanted to emulate that for other creatures as well.
This is the proposed idea for the Krocoon Omega strain. Its armor features much more aggressive styling. Additionally, you can see strange, flesh-like corruption taking hold of its body.
Krocoon Omega on the right, compared to the regular version on the left. We were happy with the differences between them, so we moved on to texturing.
The first textured version of the Omega. Our artist suggested giving the entire body a red tint, but we felt that it sugggested that the creature's body is made of flesh. It is not. The flesh growing on the Krocoon is an intruder, and we wanted that to be clearly visible. We made the decision to stick with the original color.
The final version of the Krocoon Omega. Clearly distinct from the original, but at the same time it is unmistakably still a Krocoon. This is precisely what we were aiming for.
Now let's compare the regular Phirian and its Omega counterpart. In this comparison the scale of the models is the same, which is not accurate, but enough for preview purposes. The changes in the body and armor are highlighted with a different color material.
The first version of the texture. Taking inspiration from the color palette of the Fungal Swamp biome, the Phirian Omega is rocking a neon-pink mohawk. Since the creature also appears in other biomes, we decided it was not the best choice and asked for a less flashy version.
This is the version we landed on for the baseline Phirian Omega. The yellow tint still screams 'danger,' but the creature can now blend with the environment of other biomes much easier.
The full family of Phirian Omegas. Please take note that these are just the creature models with their textures. The elemental versions will have some additional particle effects attached.
A personal favorite of mine - a very smart Stregaros Omega. Because more brain = more smart, obviously!
Nerilian Omegas of various flavors at the bottom, with the regular, Alpha and Ultra variants at the top for comparison. We're very happy with how this creature turned out!
Some new Omega variants are already in the game. Others will join them very soon.
Not a day goes by without at least one playtesting session. We're making sure that we test all scenarios - 2, 3 or 4 players. It's tempting to always go max on the player count, but in reality, we know that this is going to be the rarest case.
CLICK TO ENLARGE! This is the work-in-progress mockup of the minimap we came up with. It features toggleable filtering options on the left, more icons for the most important game elements on the map itself, as well as a symbols legend on the right. This is going to evolve and change over time, but we want you to have a rough idea of what wer'e working with.
Some random events are more... volatile than others. But there is always a bright side - more wind power during the tornado, for example.
Bosses that spawn as a result of a random encounter will also be picked from the new boss creature pool. They will get the new skills and HP bonuses. It also means more loot. The bigger they are, the harder they fall.
A creature that is able to resurrect other enemies on the battlefied is always the number one priority.
Baxmoth drones have always been deadly. Baxmoth drones on a boss creature - even more so.
Our resurrection mechanics have proven quite effective and encourage players to keep each other alive instead of simply blowing up in the face of enemies. Sometimes others even want to help a bit too much and get destroyed in the process. You live and you learn.
Wherever we end up going with these changes, we want to make sure the game stays fun. This is why testing is a priority for us.