BLADE AND SOUL

The Engine

Blade & Soul currently runs on a single-core engine. This has made it difficult to lớn implement light and sophisticated UI, realistic và detailed visuals, and clean optimization. It has also limited development for our team.

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We wanted khổng lồ deliver wider worlds, variety in movement, và detailed expressions, but we were restricted by the capabilities of the engine.


The User Experience

We have sầu prided ourselves as pioneers in the industry, but the more burden we put on the engine, the worse the experience became.

While players endured long loading screens, game immersion suffered.

Blade & Soul could no longer handle brilliant visuals or complex cinematics. We were losing what defined our brand.


The Plan to Improve

영상보기

We understood the problems but changing the game engine would mean resetting the development environment.

We believed it would be best for our fans & our future, but this would mean starting from scratch to lớn realign our development pipelines. It would mean a lot of hard work.

So that is what we did.


Asynchronous Loading

영상보기

Part of our plan is to introduce Asynchronous Loading to display data within the connected character’s view first.

We will pre-load locations that we estimate the character will arrive at before the character’s actual arrival.


A Focus on Optimization

영상보기

We will focus on how the game runs so that you can focus on having fun.

Previously, our engine needed lớn express everything the player saw, even far away objects. That meant wasting resources on visualizing unnecessary data during gameplay. Now, we’re going to break this limitation & express data by prioritizing the closest objects.

This will lead to a more detailed & stable performance with less lagging. 


Defining Your Character

Blade và Soul is defined by its world & the characters that the player creates in it.  Our priority is khổng lồ maintain our unique character visuals and expressions with the new engine.

We plan lớn improve sầu our shaders và processes in full scale khổng lồ express character textures và colors more vividly.

We are dedicated khổng lồ preserving and improving everything from hairstyles, costumes, character designs, colors, and textures.


Defining Our Art

영상보기

We take great pride in the kiến thiết và artwork of Blade & Soul and the new engine will allow us to lớn vì even more than before.

Blade và Soul visuals are a quality part of the experience, and we will always work to lớn make them something our audience loves.


Re-imagining Dungeons

We are re-focusing on player-centered combat và dungeons so that individual players and plays feel important again.

We want individual players to be able to lớn celebrate amazing victories or huge plays that change the outcome of a battle. Because of that, we are re-imagining và revisiting dungeon thiết kế, especially on smaller scales.

Our first newly designed dungeon is in the works, & you can expect it in Q.3 2021!


Re-imagining Dungeon Difficulty

Playing through a dungeon should not feel like a repetitive sầu task.

Although we have sầu added many dungeons to Blade & Soul, we were not satisfied with the variety they provided. New dungeons were ultimately exciting but became tedious over time.

This is why we are creating a new way khổng lồ experience dungeons. Our goal is for the same dungeon khổng lồ provide ever-changing experiences và excitement.

Goals & strategic encounters presented at each stage will provide players with steady challenges and a true sense of accomplishment. We have sầu many more details lớn come about this exciting new system as we are closer lớn its reveal!


The Engine

Blade và Soul currently runs on a single-core engine. This has made it difficult to implement light và sophisticated UI, realistic and detailed visuals, & clean optimization. It has also limited development for our team.

We wanted khổng lồ deliver wider worlds, variety in movement, và detailed expressions, but we were restricted by the capabilities of the engine.

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The User Experience

We have prided ourselves as pioneers in the industry, but the more burden we put on the engine, the worse the experience became.

While players endured long loading screens, game immersion suffered.


The Plan to Improve

We understood the problems but changing the game engine would mean resetting the development environment.

We believed it would be best for our fans and our future, but this would mean starting from scratch to realign our development pipelines. It would mean a lot of hard work.

So that is what we did.


Asynchronous Loading

Part of our plan is to introduce Asynchronous Loading khổng lồ display data within the connected character’s view first.

We will pre-load locations that we estimate the character will arrive at before the character’s actual arrival.


A Focus on Optimization

We will focus on how the game runs so that you can focus on having fun. 

Previously, our engine needed khổng lồ express everything the player saw, even far away objects. That meant wasting resources on visualizing unnecessary data during gameplay. Now, we’re going khổng lồ break this limitation and express data by prioritizing the closest objects.

This will lead to a more detailed and stable performance with less lagging. 


Defining Your Character

Blade & Soul is defined by its world and the characters that the player creates in it.  Our priority is lớn maintain our unique character visuals and expressions with the new engine. 

We plan lớn improve our shaders & processes in full scale khổng lồ express character textures & colors more vividly.

We are dedicated lớn preserving and improving everything from hairstyles, costumes, character designs, colors, and textures.


Defining Our Art

We take great pride in the kiến thiết và artwork of Blade & Soul và the new engine will allow us to lớn bởi vì even more than before.

Blade & Soul visuals are a unique part of the experience, and we will always work to lớn make them something our audience loves.


Re-imagining Dungeons

We are re-focusing on player-centered combat and dungeons so that individual players and plays feel important again.

We want individual players lớn be able lớn celebrate amazing victories or huge plays that change the outcome of a battle. Because of that, we are re-imagining và revisiting dungeon kiến thiết, especially on smaller scales.

Our first newly designed dungeon is in the works, and you can expect it in Q.3 2021!


Re-imagining Dungeon Difficulty

Playing through a dungeon should not feel like a repetitive sầu task.

Although we have added many dungeons khổng lồ Blade & Soul, we were not satisfied with the variety they provided. New dungeons were ultimately exciting but became tedious over time.

This is why we are creating a new way lớn experience dungeons. Our goal is for the same dungeon to lớn provide ever-changing experiences & excitement.

Goals và strategic encounters presented at each stage will provide players with steady challenges and a true sense of accomplishment. We have sầu many more details to lớn come about this exciting new system as we are closer lớn its reveal!


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