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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.
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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.
Don't forget the sky
clone63
Member
Having just watched a very vibrant sunset, I began to think of games that have done skies well..
Ashes has described emphasis on weather and of course seasonal effects, which have great potential to add visual spectacles, diversity and immersion. A lot of games have nice skies but very little in diversity of effects and colours- sunset/dawn colour variation, cloud distortions, moon halos..
Clouds especially would be fun if they could be diversified and generated with enough randomness. Almost all games just run with various puffy whites or grey rainers. No trails, no ripples, whisps, crops...
However you feel about Star Citizen, it is a great example of atmospheric effects and visuals.
There's also big potential for some otherworldy and magic phenomena and scapes, tied perhaps to certain times, events or just simply rarity. One thing that would be really neat, is weather/solar effects that come up based on events that happened through the past cycle, or something particular done by players- reminded of Legolas' identifying the red sun indicated blood had been spilled... If there is especially more player deaths, a certain comet could be visible that night, or a particular item removed from a dungeon makes for northern lights, or completely dense foggy morning.. you get the idea.
Ashes has described emphasis on weather and of course seasonal effects, which have great potential to add visual spectacles, diversity and immersion. A lot of games have nice skies but very little in diversity of effects and colours- sunset/dawn colour variation, cloud distortions, moon halos..
Clouds especially would be fun if they could be diversified and generated with enough randomness. Almost all games just run with various puffy whites or grey rainers. No trails, no ripples, whisps, crops...
However you feel about Star Citizen, it is a great example of atmospheric effects and visuals.
There's also big potential for some otherworldy and magic phenomena and scapes, tied perhaps to certain times, events or just simply rarity. One thing that would be really neat, is weather/solar effects that come up based on events that happened through the past cycle, or something particular done by players- reminded of Legolas' identifying the red sun indicated blood had been spilled... If there is especially more player deaths, a certain comet could be visible that night, or a particular item removed from a dungeon makes for northern lights, or completely dense foggy morning.. you get the idea.
3
Comments
I just want to know what's up with Verra having multiple moons?
And how epic that would look on the night sky; for those that remember the 2 moons in Skyrim going trough theyr phases. The enhanced night sky mod made this even better. Just imagine that with today's tech and UE5
Just google UE5 Lumen Day/Night Cycle Showcase
Its really nothing special anymore in UE5 with Dyamic Lightsources
I was wondering what possible relevance an astromech droid could have here.... and then I re-read it...
Oh this would be cool. Seeing the moon phases and effects in the sky would be great for screenshots too.
If I climb a tall mountain, I want to see the clouds from above.
Will the rising and setting of constellations rotate through the game year?
Will there be planets, or wandering stars.
I can imagine being an in game astrologer.