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Will the Renekton helmet feature go down if you’re approaching a brush without vision?
Essentially telling you there is someone there.
Not if you don't have vision. But, that in itself posed a concern to us (because if your helmet activates, the champ in the bush then knows you can see them). As such, we decided on a very short range for the helmet activation (300 units), so Renekton's pretty much right on you before you get any indication.
Hey Bellissimoh, any updates on the Announcer Pack you "announced" almost year and a half ago ?
Mentioned it before, it’s not on any of our immediate roadmaps. Things have changed a lot during the last year of quarantine. Honestly a bit of a flub on my end to allude to it so prematurely.
No problem, thanks for the update. Might have missed previous mentions. Hope you guys will keep shipping new interesting content other than champion skins.
Absolutely looking at new spaces. Just some other projects we want to finish first.
/u/RiotSirhaian mind discussing how the Project Morde ult was accomplished? I read the article on the engineering challenges associated with Elementalist Lux and I'm very curious to know how you were able to get around the (apparently somewhat low) limit for particle effects.
I was thinking of making a Twitter thread some time after its release to explain some of the challenges and show some WIPs.
If I were to summarize it, the city is a mesh set to always render in front of the ground with a big camera offset, with the gameplay arena masked by a stencil mask. We had to do a lot of compromises to make it work. For example, base Mordekaiser's ult uses another technique that ensures it always renders above ground. But that wasn't possible with this city: it caused transparency issues within the mesh and looked absolutely awful. Making it fully solid without any transparency also didn't work because it simply didn't merge well with the rest of the background.
So yea it was my biggest technical challenge yet, but I'm pretty happy with the end result. :D