New UI/Roadsigns/Optimization Ver. 0.6.2.
Another week of work and we have the finished version *0.6.2*, which is another step on the road to developing the world of Retro Witch.
The most important change is the new player UI, which replaces the old inventory. In addition to a huge visual improvement
— where the player and weapons are now graphically represented as cards styled after tarot cards
— the UI provides clear information about individual statistics and the player's and weapon's variable values.
The entire system has also been improved, which will soon allow us to add significant amounts of new equipment.
Signs have also appeared in Thallor Valley, making foot and horseback travel to various locations much easier. A so-called “small thing” that brings joy ;)
It was no small thing, however, to properly optimize the text on the signs and the text rendering, which works differently than with static meshes.
To “mask” the overly modern font, I added mud in the form of a decal.
What’s the effect? I think it’s satisfying for a first implementation…
Optimization through meticulous calculation of shadow density (or deciding to remove them) for almost every element in Thallor Valley allowed
us to gain about 30% more FPS on the Thallor Valley map. Visually, the Valley has not lost any of its appeal — quite the opposite.
The lighting has been improved, and the Directional Light for this map has been completely
reconstructed so that it works as efficiently as possible with Lumen technology while saving computational power on shading.
P.S. More monsters have been added on the road from Eldrathor to Abysforge — walking this route (and others) will be much more interesting in this version…