Game
Checkmate
8 years ago

Update Alpha 18


Hey all!

And here I was thinking I’d not have any time up to 1st of August! I found a week or so of time to work on Checkmate and this new update has A BUNCH of improvements!

Here’s the full changelog:

  • Fixed an issue where the option “Disable enemy clock” would not effect real-time mode

  • Fixed an issue where the method of culling used was actually slower than drawing the objects themselves instead

  • Added forests

  • Improved the look of the flowers & grass

  • Improved the look of the castles

  • Fixed a rare issue where the game would hang when loading a level

  • Got rid of the forest & grass objects; They are now stored in a list for more optimized reading

  • Renewed the entire graphics pipeline

  • Optimized the menu & GUI shader

  • Revised most of the shaders to be more optimal

  • Reduced amount of surfaces from 10 to 4 (reducing VRAM requirements significantly)

  • Fixed an issue where the fog in Classic mode could extend beyond the world borders

  • Refactored a bunch of code

  • Reset a lot of values for a better looking environment (such as bloom amount, saturation, contrast, etc.)

  • Significantly reduced the amount of postprocess blur

  • Fixed some of the Dutch translation

  • Added a new option which allows you to choose whether detail objects (grass, birds, etc.) should cast shadows (Off significantly saves performance)

  • Fixed an issue where the options menu in-game wasn’t localized

  • Fixed an issue where you could build off-screen

  • Fixed an issue where building sometimes didn’t care whether the spot was already taken

  • Fixed an issue where a tree could spawn inside the castle

  • Fixed an issue where lag would occur when zooming in/out

  • Capped the amount of cooking pots the AI can place, so it will stop creating them infinitely

  • Revised the fog model for more smoothness (still has some issues near the borders)

  • Improved board model colours; White is no longer super white

  • Updated menu backgrounds to reflect the new graphics

  • Adjusted diffuse lighting values so that diffuse shadow does not overlap casted shadows

  • Created better contrast between colors

  • Fixed an issue where there were no sound effects on the pre-game options screen

I’ve updated the screenshots on the page to reflect the new graphics.

If you were having performance issues in the past, I highly recommend to check out the game again - The performance has been boosted significantly and there are now a couple of new options to give you more control over intensive render processes (like shadows, for example).

Have a great day and catch y’all later!



0 comments

Loading...

Next up

Back in action!

New traps, improved shaders, different gameplay design & much more!

It's been a while...

Semi-public alpha release

Smile! Here, take some happy pills! ✨💊 #Blender #3DModelling #3DArt Buy me a Ko-fi: https://ko-fi.com/barbarafb_

What do you think guys in my robot?Just a beginner in 3d modeling..

My instagram https://www.instagram.com/rojhonbb/

"Our work is never over" they said.

Hi everyone! I started to create some environment props for my new video game, here is a cozy house in the forest. I'm planning to switch from Unity to Unreal... Let's see what new challenges I have to face. Made in Blender and Substance Painter.

Call it 'wrong turn'!🚫 The feeling of running into a house with only one exit🚪, and being doomed to die. #pixelart #pixelartist #pixelartwork #art #pixel #indiegame #IndieGameDev #indieartist