Deep Rock Galactic

Deep Rock Galactic Dev Tracker




11 Jul

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No-one even tried to catch her. smh


10 Jul

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Originally posted by Thainarv

I mean, if we're talking memes here, all he needs to do is deep fry this one and repost, LUL.

Either way, good shitpost Jacob.

I’ll allow it. :D

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Originally posted by GloriousQuint

Wait is that a new dance?

Maaaybe

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Originally posted by bravetanith

I think they were invented in Denmark

Fun fact I just learned due to this post. They were partly invented by /u/Mark_GSG’s dad.

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Originally posted by Kalibos

Now this is shitposting!

Indeed! :D

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Originally posted by bravetanith

any plans on adding a klaphat for the dwarfs?

That would probably be too obscure a thing. :D

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Originally posted by GSG_Jacob

Hey, stop posting my Discord teasers on Reddit. They get their own high-quality stuff!

... eventually.

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Hey, stop posting my Discord teasers on Reddit. They get their own high-quality stuff!


09 Jul

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Originally posted by CosineDanger

If every beard fiber is eventually simulated to the atomic level that's fine, but rough-hewn rocks and dorfs that match their natural habitat are a fine artistic choice.

I'm not attached to the current look of glyphids.

Fewer small floating or oddly pointy bits left after mining would be nice and that might be sorta like a smoothing algorithm maybe?

That has nothing to do with smoothing on meshes as such, but it's something we'd like to fix in time regardless. The little mesh bits you can get stuck on are very annoying.

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Originally posted by TheDiscordedSnarl

... I heard this in Management's voice...

I was going to ask if smoothing would increase framerate because of less polygons (or if smoothing just hides them better, being completely programming-illiterate), but I guess it's a moot point if no smoothing is supported at all.

Edit: "Mesh" for maps? Usually when I hear the word mesh it's used for figures and characters only. So the caverns are generated by taking a shape (say a big cube) and just twisted and deformed before all the other stuff is added?

"Mesh" basically refers to any 3D model - characters, weapons, enemies, and even the ones the maps themselves are made of. And no, smoothing doesn't add or remove polygons - it just alters the way light interacts with polygons in general.

And it is canonically correct to hear every comment I make in Mission Control's voice. :>

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Originally posted by Mr_Blinky

When's the official merch coming? I would totally buy a banner like this or a lootbug plushy.

It's uhm... you know.

runs away

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Originally posted by GSG_Jacob

All the levels are procedurally generated. We do have some tools that ensures specific formations of big caves in the generation, but it’s not something I imagine that we could create a level editor for.

In a freak coincidence someone on Discord dug out this old tweet from last year:https://twitter.com/JoinDeepRock/status/985870605936447493

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Join Discord.gg/DRG to find others to play with. The community is great!

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All the levels are procedurally generated. We do have some tools that ensures specific formations of big caves in the generation, but it’s not something I imagine that we could create a level editor for.

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Fixed and thank you!

Keep 'em coming, guys. As a bit of a grammar pedant, I want all typos gone.

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The procedural generation isn't my department, so can't say much too much about it. I do know that we are always working towards reducing the cases you speak of though.

The shading though, I can comment on that: It's a good suggestion, but it's not an issue of phong shading at all. All our models are actually exported with full smoothing turned on, which we then turn off directly in the shader applied to them within Unreal. It is solely an artistic choice - there is nothing keeping us from having smooth models if we so choose.

The actual reason behind it is partly technical: The way we generate the mesh for the actual levels does not currently support any smoothing at all - and so we decided to make that a stylistic rule rather than something we had to fight or try to hide.

I dream of a sort of middle ground where things get smoothed up until a certain angle. We might revisit this later, but there are no plans for it right now.