Blade and soul việt nam

The Engine

Blade & Soul currently runs on a single-core engine. This has made it difficult to lớn implement light and sophisticated UI, realistic and detailed visuals, và clean optimization. It has also limited development for our team.

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We wanted lớn deliver wider worlds, variety in movement, và detailed expressions, but we were restricted by the capabilities of the engine.


The User Experience

We have sầu prided ourselves as pioneers in the industry, but the more burden we put on the engine, the worse the experience became.

While players endured long loading screens, game immersion suffered.

Blade & Soul could no longer handle brilliant visuals or complex cinematics. We were losing what defined our brand.


The Plan to Improve

영상보기

We understood the problems but changing the game engine would mean resetting the development environment.

We believed it would be best for our fans and our future, but this would mean starting from scratch to lớn realign our development pipelines. It would mean a lot of hard work.

So that is what we did.


Asynchronous Loading

영상보기

Part of our plan is to introduce Asynchronous Loading lớn display data within the connected character’s view first.

We will pre-load locations that we estimate the character will arrive at before the character’s actual arrival.


A Focus on Optimization

영상보기

We will focus on how the game runs so that you can focus on having fun.

Previously, our engine needed khổng lồ express everything the player saw, even far away objects. That meant wasting resources on visualizing unnecessary data during gameplay. Now, we’re going to lớn break this limitation và express data by prioritizing the closest objects.

This will lead to a more detailed và stable performance with less lagging. 


Defining Your Character

Blade & Soul is defined by its world và the characters that the player creates in it.  Our priority is to lớn maintain our unique character visuals và expressions with the new engine.

We plan khổng lồ improve our shaders and processes in full scale to express character textures và colors more vividly.

We are dedicated to lớn preserving & improving everything from hairstyles, costumes, character designs, colors, and textures.


Defining Our Art

영상보기

We take great pride in the kiến thiết and artwork of Blade & Soul & the new engine will allow us to do even more than before.

Blade và Soul visuals are a unique part of the experience, và we will always work to lớn make them something our audience loves.


Re-imagining Dungeons

We are re-focusing on player-centered combat và dungeons so that individual players and plays feel important again.

We want individual players to lớn be able to lớn celebrate amazing victories or huge plays that change the outcome of a battle. Because of that, we are re-imagining & revisiting dungeon kiến thiết, especially on smaller scales.

Our first newly designed dungeon is in the works, và you can expect it in quận 3 2021!


Re-imagining Dungeon Difficulty

Playing through a dungeon should not feel like a repetitive task.

Although we have sầu added many dungeons lớn Blade và Soul, we were not satisfied with the variety they provided. New dungeons were ultimately exciting but became tedious over time.

This is why we are creating a new way to lớn experience dungeons. Our goal is for the same dungeon lớn provide ever-changing experiences & excitement.

Goals and strategic encounters presented at each stage will provide players with steady challenges and a true sense of accomplishment. We have sầu many more details khổng lồ come about this exciting new system as we are closer to lớn its reveal!


The Engine

Blade & Soul currently runs on a single-core engine. This has made it difficult lớn implement light và sophisticated UI, realistic and detailed visuals, & clean optimization. It has also limited development for our team.

We wanted to deliver wider worlds, variety in movement, và detailed expressions, but we were restricted by the capabilities of the engine.

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The User Experience

We have prided ourselves as pioneers in the industry, but the more burden we put on the engine, the worse the experience became.

While players endured long loading screens, game immersion suffered.


The Plan to Improve

We understood the problems but changing the game engine would mean resetting the development environment.

We believed it would be best for our fans and our future, but this would mean starting from scratch lớn realign our development pipelines. It would mean a lot of hard work.

So that is what we did.


Asynchronous Loading

Part of our plan is to introduce Asynchronous Loading to lớn display data within the connected character’s view first.

We will pre-load locations that we estimate the character will arrive at before the character’s actual arrival.


A Focus on Optimization

We will focus on how the game runs so that you can focus on having fun. 

Previously, our engine needed to lớn express everything the player saw, even far away objects. That meant wasting resources on visualizing unnecessary data during gameplay. Now, we’re going to break this limitation & express data by prioritizing the closest objects.

This will lead to a more detailed & stable performance with less lagging. 


Defining Your Character

Blade và Soul is defined by its world và the characters that the player creates in it.  Our priority is lớn maintain our unique character visuals and expressions with the new engine. 

We plan to lớn improve our shaders and processes in full scale to lớn express character textures & colors more vividly.

We are dedicated to preserving & improving everything from hairstyles, costumes, character designs, colors, and textures.


Defining Our Art

We take great pride in the kiến thiết & artwork of Blade & Soul và the new engine will allow us to vì chưng even more than before.

Blade & Soul visuals are a quality part of the experience, và we will always work lớn make them something our audience loves.


Re-imagining Dungeons

We are re-focusing on player-centered combat & dungeons so that individual players and plays feel important again.

We want individual players khổng lồ be able to celebrate amazing victories or huge plays that change the outcome of a battle. Because of that, we are re-imagining and revisiting dungeon kiến thiết, especially on smaller scales.

Our first newly designed dungeon is in the works, & you can expect it in Q.3 2021!


Re-imagining Dungeon Difficulty

Playing through a dungeon should not feel lượt thích a repetitive sầu task.

Although we have added many dungeons lớn Blade và Soul, we were not satisfied with the variety they provided. New dungeons were ultimately exciting but became tedious over time.

This is why we are creating a new way khổng lồ experience dungeons. Our goal is for the same dungeon to lớn provide ever-changing experiences and excitement.

Goals và strategic encounters presented at each stage will provide players with steady challenges và a true sense of accomplishment. We have many more details lớn come about this exciting new system as we are closer to lớn its reveal!


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