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Shroud of the Avatar: Forsaken Virtues

Platform(s): PC
Genre: Online Multiplayer
Publisher: Travian Games
Developer: Portalarium
Release Date: March 27, 2018

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'Shroud of the Avatar' Upgrades To Unity 5 Engine

by Rainier on Feb. 26, 2015 @ 12:00 a.m. PST

Shroud of the Avatar: Forsaken Virtues is the spiritual successor to Richard Garriott’s Ultima and Ultima Online games and invites players to immerse themselves in a rich fantasy adventure set in a persistent online world shared with many others.

Shroud of the Avatar will focus on what made his seminal Ultima series great. Players will be introduced to the game, but then discover their own story. There is an overarching story woven into the player experience, and players may choose to follow the life of the adventurer or, if they prefer, focus on exploration and discovery. Players may even choose the life of a homesteader, either safely within the settled lands or on the dangerous but potentially lucrative frontier. The world is full of opportunities and challenges!

From familiar psychological profiling used to create your character to organically derived game response to player behavior, fundamental virtues and consequence of actions play a huge role in Shroud of the Avatar. Players will be free to choose their path, but must then live with the consequences of their actions.

Shroud of the Avatar will be a PC product available via digital download with episodic content available later for a charge. The game is being built to be enjoyed as a solo experience but it will also contain a persistent world where you can meet and share your experiences with friends both old and new.

We are very excited that Release 15 represents our first release using Unity 5, the latest version of the Unity engine. Unity 5 provides us with both improved performance opportunities and graphical upgrades that will allow us to iteratively and dramatically improve the visual presentation of Shroud of the Avatar. As we have said before, our goal is to make sure Shroud is as visually compelling as we have time to make it. However, whenever we have to make a choice between simulation (turning lights on/off, picking up items from the world, NPC schedules, etc.) and visuals, we will ALWAYS choose the simulation.

Moving to Unity 5 requires us to redo and retouch just about every graphical asset in the game; including textures, camera rigs, and lighting setups. Since this is such a large endeavor, our goal this release was basically, “Please make it at least look as good as it did in Unity 4.” We believe we accomplished this goal, however there might be a few errors still in the build, including missing textures (will show up as bright pink) or incorrect shaders (which can just make things look “wrong”). There may also be some scenes that still need lighting adjustments as well. In some cases, though, we believe the game is already looking much better. For instance, with Unity 5 we are now doing some post process edge shadows that really make the geometry pop.

The scale of the Unity 5 migration has required us to move out a few more deliverables than normal (see below), but we feel confident that it will be well worth any temporary delay we are experiencing. Despite that, we feel the work we did get into this release has moved the gameplay forward yet again, with major new items like Stealth and Crafting Advancement.


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