Glorious Alpha Two Testers!
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Make AOC in Unreal Engine 5!
JesusHealYou
Member, Alpha One, Alpha Two, Early Alpha Two
1
Comments
The game is already almost 4 years into coding development, it didn't just start development when Peon made his video and streamers reacted.
I am sure intrepid has Devs who will play with it on their time as well then they can evaluate what it will add and what it will break, as well as what may break and how much work it is to fix it.
They are using heavily modified source code for networking at least. So that alone would need to be imported and fixed as necessary.
With what I know about the features UE5 will bring I would not mind an up to 2 month delay for it if they decided to implement it.
Why do you want them to upgrade - for a certain feature? (assuming they even could - I thought U5 releases next year)
Let the engine release and then wait at least 6 months for stability before even thinking of upgrading. And let the actual designers and programmers decide when to upgrade. They know how much work it will be.
This is not a case of "Yay, shiny! We need to toss what we have and start over!".
This. Don’t be an early adopter, do you guys want a bad launch?
This was designed mainly for single player games, where depth of texture is really important nowadays.
Aren't we all sinners?
No1 say this but future is coming imagine if Steven somehow manage to implent UE5 and blockchain into ashes?
Why blockchain?
future is indeed coming, I would bet on Ashes getting some sort of crypto in the future (way after release)
And VR! Let's make VR an essential part of the game too!
Can anyone else think of any upcoming untested technologies we can incorporate into Ashes of Creation that will delay release and potentially sink the project altogether as it reaches a Star Citizen level of feature creep and endless development only fueled by scamming customers into buying promises that will never be fulfilled?
This is so much fun!
1) art work.: There is a Ashes standardise way to create this. This includes size, pixels, color palettes, particle effects etc. When porting this over, every single art piece needs to be rechecked, or worse redone.
2) Coding: new versions use new features, but because of that much coding needs to be different in format and context.
3) Object based coding. Unreal 5 uses object based coding, that means that the scripts are tied to an object. Upgrading, might lose the scripts to said object, and its a gigantic puzzle to reassemble.
Then there is module ports. Each feature of Uneal engine 5 will eventually be stripped down into a module to import into Unreal engine 4. While i can see that "Nanite" and "Lumen" will become an integral part of ashes at some point, that doesn't mean that for "just" those 2 systems you want to udate the entire engine, if you can also just import those as modules.
Nanite itself sounds impressive, and maybe can be used for their 500 vs 500 goal.
If ashes was still heavily focused on making the networking work then i'd say it would be worth it, but they are much further than that
― Plato
HOLODECK!!!
When you said "upcoming", you meant: "At some point maybe in a possible future of maybes", right?!
I know. In class I was working with Terrain Simulator on Unity. And I just tried to do the same thing on a Unity Upgrade and everything broke. No more texture on the whole work I had done.
The sky isn't even the limit here Davey.
If so, let's not forget it's easier to keep up with iterative updates than it is to jump from UE4 -> UE6 all at once.
My concern with porting down modules from future versions of UE is that as time goes on, the context of each module gets further and further away from your custom UE4, which increases the complexity of your code, and risks spaghetti.
For games with shorter lifespans and fewer updates, this isn't normally something you need to consider. However, Ashes is an MMO and has potential to live a long life - so it's for sure worth asking.
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That said, the "UE5" that we're talking about is actually UE5EA - EA meaning Early Access. The point of EA is to let people test the waters before official release in 2022. So I'm keen to hear what the decision is.
But, I like spaghetti.
I don't think this wonderful game will be out until a few more years. UE5 won't be considered an early adoption then. I would rather they made the change now instead of later. At least now they would be able to take full advantage of all the new changes quicker.
And if they swap then you’re not talking about releasing in a few years, try doubling that.
The vast majority of MMO players are less concerned about graphics than gameplay and stability.
Improving the graphics on an MMO has a really low ROI.
Especially since you risk pushing the requirements for the game higher, potentially losing more customers.