Echoes of Solitude DevLog #1: Early Builds and Progress
- Jan 11
- 3 min read
Welcome to the first official DevLog for Echoes of Solitude (EoS)! As we move forward in development, we will aim to keep the Rising Dawn Studios community updated on our progress, share insights into the creative process, and gather feedback from you in the future. In this post, we’ll take a look back at the key developments leading up to the current "Test Build" for EoS. While we don’t have detailed notes for Test Build #1, it primarily focused on testing foundational concepts like the input system and basic controls. One thing to note: is the rapid rollout of early test builds that reflect the iterative nature of initial development, which slowed as the game grew more complex. Despite these challenges, we’re incredibly proud of the progress we’ve made so far.
Test Build #2 Highlights
Release Date: December 26, 2024
Significant improvements were made to the input and camera systems, alongside the introduction of a throttle system tied to the scroll wheel. While collisions are functional, they currently do not hinder or slow your craft; this will be addressed in future builds. Other updates include:
Refinements to mass and physics interactions.
Miscellaneous improvements to the gameplay systems.
Test Build #3: Asteroid Belts and Star Lighting
Release Date: December 27, 2024
This update shifted focus to map construction, showcasing dynamic object generation in ring patterns, such as asteroid belts. Lighting relative to the sun’s position was also implemented, enhancing the realism of the star system.
New Features:
A dynamic asteroid belt to explore, accompanied by the debut of the Pulse Drive.
Over-speed falloff mechanics for the Pulse Drive.
Level of Detail (LOD) integration for some models.
Performance Goals: Efforts are being made to balance breathtaking visuals with accessible performance, targeting a minimum of 60 FPS on most systems. Test Build #3-4: Physics-Based Movement
Release Date: December 30, 2024
This intermediary build introduced a physics-based movement system. Key aspects include:
Momentum-based navigation: Larger crafts are slower to accelerate and decelerate.
Improved collision handling.
Addressing camera gimbal lock issues (still a work in progress as of Build 5).
Additional Updates:
Changes to lighting and camera systems.
A custom mouse cursor for better interface clarity.
Introduction of SLOPS (Spherical Layering Object Propagation System)
Release Date: January 1, 2025
The unveil of SLOPS, our new system designed to address the object count limitations and reduce overhead. Highlights include:
Efficient object management without GPU instancing (Which will be used sometime in the future).
Support for near-seamless gameplay without long loading times.
This system lays the groundwork for a smoother and more immersive experience.
Test Build #4: Major Overhaul
Release Date: January 6, 2025
This build marked a major milestone with the migration to Unity’s High-Definition Rendering Pipeline (HDRP).
Notable Changes:
A stunning new HDRI skybox featuring a still work-in-progress semi-realistically rendered black hole.
Animated local skybox effects.
Reworked movement and collision systems.
Custom Mouse addition.
Engine Intensity effects.
Atmosphere effects for future planets.
More additional movement system fixes and improvements.
We’re edging closer to a demo-ready version of the game, with continued focus on refining gameplay and visuals.
Test Build #4-5: FractalForge
Release Date: January 12, 2025
Introduction to FractalForge, our procedural terrain generation system:
Customizable Terrain: Generates flat and spherical terrains using an in-house Simplex Noise algorithm.
Seamless biome blending, real-time visual feedback, and GUI tools for developers.
Parameter Adjustments: Fine-tune terrain strength, persistence, lacunarity, and octaves for realistic variations
FractalForge is the foundation for creating diverse worlds and will be pivotal for both Echoes of Solitude and future projects. Rising Dawn Studios Where Passion Builds Worlds
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