Legends of Dawn Duels
Legends of Dawn Update 1.50 PDF Print E-mail
Written by Administrator   
Tuesday, 24 July 2012 08:57

LANGUAGES

Our friends translated Legends of Dawn to the following languages:

French:

  • Alexandre Mangin and his team.
  • Equipe RPG France
  • Chef du projet, traducteur et correcteur-relecteur final : Alexandre Mangin
  • (All_zebest)
  • Traducteur principal et support technique : targus
  • Traducteur : wacas
  • Conseiller linguistique et lexicographe : To_an
  • Correcteur-relecteur : Geralt

Italian: Ivano Conte

CAMERA VIEW DISTANCE

Some of you have requested moving camera higher up. In this update we have changed maximum camera height so you can see larger area around the player. There are some technical limitations that we'd like to explain so that you understand how camera position affects world rendering.

LoD world is divided in sectors. Each sector is 48x48 meters square. Number of entities in sector is not limited, but it affects rendering and streaming speed. For example wilderness sectors have mostly trees and rocks and few other objects in them. But towns are another story. You have houses, furniture, NPCs, their equipment and who knows what else. Each of these entities must be streamed in memory to be rendered. Number of visible entities directly affects framerate.

Moving camera higher up is absolutely no problem. It's just number that limits max camera height. Problem that arises with higher camera is that more entities will be visible. If you can see 100 entities while camera is 20 meters in the air, it may be 150 visible entities if you move camera 3 meters higher. That's 50% increase in number of visible entities for just 15% higher camera.

We have slightly modified max camera height. Now you can move it to ~23-24 meters. Note however that this will affect performance. This performance is mostly visible in town. While moving through the wilderness, this will have little or no impact on rendering speed.

Regarding viewing distances such as those in FPS games - LoD was from the start designed to have look similar to games such as Baldur's Gate or Diablo 2. This means camera at fixed distance from ground, with single viewing direction. Over time that changed to freely rotatable camera that can now be zoomed.

Moving engine to first person view is possible but not economically feasible. It would require major changes in level design. And even more importantly, changes in how the game is played.

As we mentioned before if camera is higher viewing area is larger, thus more models must be rendered each frame. Same goes if camera is horizontal. Imagine camera on the hill looking horizontally over entire town. Now you must render all the entities from the entire town (minus small models culled due to distance from camera) and you must stream them in memory earlier.

So that's first major problem with horizontal/FPS camera. Second is graphics fidelity. Models and textures are not made for view from few meters. While playing in FPS mode, graphics will look much less detailed than graphics with camera 15-20 meters in the air.

Most importantly, moving to FPS view would require major changes in gameplay. Right now you can see monsters coming from all directions, you can cast spells on them, even if you are not facing them directly. That would all have to change if the FPS view is implemented.

Note that we are keeping your wishes in mind regarding FPS view, but for now we plan to keep LOD view mostly like it is. With maybe slight modifications.

Regarding streaming - as mentioned before world is divided into sectors. As player/camera moves around, sectors are streamed in and out of memory. LoD has fixed value of 1 sector around current one that will be streamed at any time. That means that at any given time there are 3x3 sectors loaded into memory. Again, this was mostly due to the 32-bit windows per-process memory allocation limit. We are working to make this configurable option so you will be able to change this using Options panel.

As always, check the Steam for the update and please let us know how did you like the patch and if you have more ideas and suggestions.

So that's for now. More updates coming soon.

Dreamatrix Team

Last Updated ( Friday, 06 March 2015 10:32 )
 
Legends of Dawn Update 1.40 PDF Print E-mail
Written by Administrator   
Tuesday, 24 July 2012 08:57

Great news for Legends of Dawn players - a new patch!

So before everyone asks, yeah we do actually listen to your suggestions :-)

What's in the patch?

  • added new tooltips with more information about items
  • improved FOV and camera zoom so that when zooming towards player, camera moves slightly forward thus giving larger view area
  • various small optimizations and fixes

The patch will be online today (March 3rd) at about 20h GMT.

But, there are even more good news. The next patch will include French and Italian localization, and is coming in a few days.

Please let us know how did you like the patch

Last Updated ( Tuesday, 03 March 2015 19:15 )
 
Legends of Dawn Update 1.30 PDF Print E-mail
Written by Administrator   
Tuesday, 24 July 2012 08:57

Hi guys,

Well, it finally happened. The Legends of Dawn 1.30 patch is here!

As you can see, we stay with you and we keep improving Legends of Dawn. A lot of time has passed since we released the last LoD patch, but we are a really small team, and juggling with the new features you'll find in this patch is not a small task.

The big news for everyone that had memory performance issues with the game is that Legends of Dawn is now a 64-bit title (and 32-bit too). What does it mean for you? It means the game is not anymore "smothered" with the 2 GB of RAM limitation, which generated a lot of performance issues, even if the player had a "beast" of a PC. Thanks to the new 64-bit engine architecture, the game can now use all the RAM your system has.

What happens if you have a 32-bit Windows installed? You will still have an option to play last version in the 32-bit mode as you already do. Steam will automatically detect your system version.  From this 1.30 version all future updates will be made for 64-bit version only. Therefore in order to experience better Legends of Dawn now and in the future we HIGHLY recommend an upgrade to 64-bit Windows operating system if you have more than 2 GB of system RAM.

Another great news is that we upgraded in-game physics implementation, so NVIDIA PhysX is not dependent on external software anymore. NVIDIA PhysX caused many issues in the past, whether in the scenarios where the PhysX driver wasn't recognized, or in the situations where the user simply forgot to install the drivers. This is now solved.

We also added upgrades to world streaming, made smoother animations, and a bunch of other fixes and upgrades. Please find the full list of upgrades below.

 

Last Updated ( Tuesday, 24 February 2015 19:55 )
 
Wave of Darkness Christmas PDF Print E-mail
Written by Administrator   
Tuesday, 24 July 2012 08:57

Wave of Darkness Card

Last Updated ( Thursday, 18 December 2014 11:20 )
 
Legends of Dawn Kickstarted Finished PDF Print E-mail
Written by Administrator   
Tuesday, 24 July 2012 08:57

Legends of Dawn RewardsHi Everyone,

good news for those who backed Legends of Dawn, all of the physical rewards are now completed at our end. Collector's Box, DVD, CD, and t-shirts are now shipped!

A big Thank You to everyone that helped us reach our goal. We’ll also do our best to keep you informed as we continue the drive forward to the development and release of patches! 

P.S.

Now the project is completed and we can take a look back at what was an amazing ride. A few years ago we went through phase that probably a lot of indie developer have to pass. Publishers kept rejecting us on the grounds that the game of such scope and complexity can’t be done by such a small team. Especially not if the team is developing its own RPG engine as well. We were not aware of any other truly independent team of similar size and resources who managed to do the something similar either. But giving up wasn't an option for us.

We kept pushing and with each small step the game grew until we showed it to you. The Legends of Dawn was then recognized by you, the Kickstarter community and with your support the production was completed, VOs done, licenses paid and most importantly with your help it was pushed through Steam’s Greenilight in record time and a few months later, with virtually zero marketing budget, released on strongest gaming platform. Then few of you become quite vocal and gave us deserved mega heat over being a few hours late with backer keys. We understand it. It still hurts though. Humble Bundle helped us with delivering rewards and great majority of you backers and players were happy with the game and remain supportive to this day.

After the release we received a lot of suggestions and feedback from players and we focused on releasing several patches with improvements and on delivering stretch goals. Many suggestion were collected for future patches or our next project as well.

As it is often the case with complex projects in a small company, every team member has to fit in many different roles. Lack of experience and not having enough people to handle all those challenges with physical production and outside companies resulted in many frustrating delays to get the products done according to our specification.

Thanks again for everything, we couldn't have done it without your help, support and participation!

DreamatrixTeam

Last Updated ( Monday, 22 September 2014 21:28 )
 
<< Start < Prev 1 2 3 4 5 6 7 8 Next > End >>

Page 1 of 8

Corporate

Sponsors

MINPO


BICRO


Legends of Dawn is supported by the Ministry of entrepreneurship and crafts of the Republic of Croatia.


Alienware