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Original Post: https://marctenbosch.com/news/2021/09/miegakure-update-september-2021/ 


https://www.instagram.com/p/BxVj_AuFH7g/

Hi, here is the update since last time! Among other things:

– We polished the main characters with improvements to the 3D models,  inverse kinematics for the feet, cloth simulation, better collision  detection, etc.. That kind of polish seemed very important since the  player is looking at the main character all the time. We also fixed  issues with the character rig we were using.

– I cleaned up and improved the way shaders are implemented in the  game, so that it is very easy to create new textures (ex: as grass,  sand, rocks…). I improved and added new types of procedural textures.  One example is Gabor noise, which is great for anisotropic patterns.

During development I often programmed specific systems because I had  no idea that it was possible to do much better. For example, I had  specific systems for drawing specific types of object (cubic-shaped  rocks, buildings, vegetation…) which all got replaced by only two or  three systems (ex: tetrahedral meshes). So now I worked everything  around them, and simplified the code, which allowed complexity to be put  elsewhere where it is more needed.

– Similarly, I finalized the sound code, since at this point it is  clear what we actually needed. For example: all sounds now change in a  similar way based on what should be heard across the 4th dimension.

– We finished all the large building scenes except one, and put them  in the game with the final (PBR) lighting and they really look super  great!

The game looks much more refined and polished compared to what we  have shown so far. Some changes also make it much more immersive. I love  our concept art by Kellan Jett;  it is really original and gives the world a truly unique feel. We  worked hard to bring it to life in 3D (well, actually 4D ahah) and do it  justice. The fact that the game gives the sense of a world, and not  just a series a puzzles in an abstract place is very exciting to me.


https://www.instagram.com/p/BhPZzBqnfaT/

– For a fun few days break I also quickly cleaned up a mechanic that I  wasn’t sure was going to be in the game, and made the few puzzles for  it. The game is going to be very rich and dense!

– We also did the final polish on many “one-off things” in the game (I shall remain vague about this for now ahah).

Generally I have now done a final polish pass on almost every part of  the game, and now basically the only thing left, for realsies, is we  need to go through most levels and give them a final look, by placing  (and sometimes making) props, and creating specific types of 4D  objects/textures! (As I said before, all the puzzle design has been done  for a long time). So this is a pretty exciting time!

As always, thank you for your patience and enthusiasm.

Comments

Finn Haverkamp

I've been following Miegakure for a very long time. About once a year, I'll remember it and check to see how it's progressing. Sounds like it's coming together. I'm glad you made this Patreon. Wish I could contribute more. Can't wait for the game.

Anonymous

I've been doing the same, so I've joined the Patreon to show support and provide a bit of assistance (sorry it's not more at the moment). Best of luck, I'm really looking forward to the game, and that's a major understatement!