Hey robo-readers – long time, no chat. Don’t worry, though – we’re still hard at work on RoboCo, and we’ve got a couple of neat updates to share with you as well!
First and foremost – we’ve grown! Last month we welcomed the super talented 3D environment artist Meg to the team – since then, she’s been hard at work helping us refine RoboCo’s visual style and making tons of fun in-game props. Let’s hear a rousing round of robo-applause for Meg! 👏👏
But that’s not all – we’ve also transitioned to Unity’s Lightweight Render Pipeline (LWRP), a move that will ultimately help us to better optimize the game’s performance across all platforms, particularly in VR mode. Switching over to the LWRP also gives us the ability to more easily experiment with cool new lighting and shadow effects – check out this lighting test scene from our latest sprint!
Here’s a quick rundown of some of these new graphics enhancements:
We now utilize single pass instanced stereoscopic rendering, which helps cut the number of draw calls in half from previous builds (this is particularly awesome for helping maximize performance in VR mode)
We’ve written shaders to allow for rad new features like customizable colors for robot parts.
We have moved away from using an “image” effect on highlighted robot parts – we now render this effect with geometry, allowing for a higher fidelity effect + more colors + more flexibility when selecting groups of parts
What’s next for RoboCo, though? Well...we just received word this week that the game has been selected to be shown off The Mix LA Showcase 2019 – a super cool indie gaming event that runs parallel to E3 2019! We’re thrilled to be headed to Los Angeles, California on June 12 to demo RoboCo to eager players, publishers, and the press. Perhaps we’ll see some of you there? More info on that coming soon! 🤫