The world’s most open and advanced real-time 3D creation tool, Unreal Engine 5 will be available in preview in early 2021, and in full release late in 2021, supporting next-generation consoles, current-generation consoles, Windows, Mac, iOS, and Android. Its novelties are Nanite and Lumen system.

Nanite virtualized geometry means that film-quality source art comprising hundreds of millions or billions of polygons can be imported directly into Unreal Engine — anything from ZBrush sculpts to photogrammetry scans to CAD data — and it just works. Nanite geometry is streamed and scaled in real time so there are no more polygon count budgets, polygon memory budgets, or draw count budgets; there is no need to bake details to normal maps or manually author LODs; and there is no loss in quality.

Lumen is a fully dynamic global illumination solution that immediately reacts to scene and light changes. The system renders diffuse interreflection with infinite bounces and indirect specular reflections in huge, detailed environments, at scales ranging from kilometers to millimeters.

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Hello everyone! We would like to show what has been happening during the development of Iron Valiant!

Art updates

Firstly, some art updates. We have been hard at work creating a toon shader from the ground up. This new shader is still a work in progress, but we wanted to give everyone a look at the what is happening on the art side.

shader style 2

shader style 1

astera house

W.I.P: Toon shader, 2D sketch for new architecture style that the building was modeled after

We have also started work on the infantry characters, the models are not complete, they are just for testing in-engine right now.

anti tank soldier

image 11


Finally, on the art side, our concept artist has updated some of the characters that players will be able to meet in the story mode of the game as well as upgrading Lothair's design (The red mecha)

reinhart bauchle new

emilia water color

leyna bauchle new

erwan morgenstern new

duke tancred new

Lothair Tiger King

AI Upgrades

We have been reworking the current Ai's move set for melee animations. The AI will now have a 5 hit combo as a basic set of attacks instead of just 3. We are also planning on a few special melee moves he can do as well as some variance in the basic combo to keep players on their toes.

Work in progress for the basic 5 hit attack combo on the AI side

AI 5 hit basic combo implemented in-engine

The AI has also received a new EQS, allowing him to decided whether or not he wants to use the high ground against the player or flank, among other options. We have also reworked the way he strafes around and moves in ranged mode with an update to melee mode behaviors in the works. The AI will now snake around the player in ranged mode instead of just moving in a perfect circle.

Continuing with AI improvements, we have moved away from the Behavior Trees and are using a Finite State Machine. The Finite State Machine allows us to get more consistent results.

Updated circling behavior for the AI


The road to Demo 2.0

Demo 2.0 will feel like a fresh, new game, with most of the actual planned features being implemented.

Here is a list of what we are currently working for Demo 2.0:

- Player side:

  • Completed melee system ( 5 attack combo chains for light and heavy strikes, guardbreak attack, updated parry, block, and perfect block mechanics, lock on camera, soft lock melee attacks, new melee animations, jump attacks, different type of hit reaction based on damage, and more.)
  • Ranged mode aim assist on all ranged weapons
  • Gun updates and possible new ranged weapons
  • Limited ammo for ranged weapons
  • Homing Rockets
  • Jumping and air control update
  • Animation overhaul on all existing animations
  • I-Frames when dodging ranged attacks
  • I-Frame rework on dodge (narrower I-Frame window)

- Basic Sword Type AI update:

  • 5 attack basic combo with a few variance
  • Guard break
  • New animations for running, boosting, and dodging
  • Homing rocket attack
  • Sniper shot ranged attack
  • Scoring behavior for decision making in combat
  • Counter-measure usage
  • Movement overhaul, and more.

Other Features:

  • Shield and spear Valiant
  • Boss overhaul
  • Infantry and Tanks (fodder enemies)
  • New shader and look for the game
  • New buildings with our updated architecture design
  • New map design
  • Larger destructibles

Thank you for viewing! We have made many improvements and fixes in Iron Valiant and we hope to share Demo 2.0 with you all in the near future! Your feedback and support has been invaluable to our small, indie team.

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Usernas
Usernas

a

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virgilfabre
virgilfabre

I'm waiting for it to make my own game. Making assets and planning for it.

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darkelf1
darkelf1

lol waiting for gears 6 using this engine, there will be no unreal tournament 5 at all

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Marth8880

oh boy

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Taro-Misaki
Taro-Misaki

It seems quite promising. This engine has enormous potential. It's definitely immersive and realistic.

I have longed for a third installment in the KotOR series and it would be a dream come true if they made it using this software, but it's only wishful thinking. To be honest, I'd love to see another Witch-er video game, because this franchise has limitless potential and relatable characters. And I've seen the Witch-er III launch cinematic numerous times and that's what I wish to see in a sequel.

I honestly think that games have a bright future. And new game engines will merge with reality to some extent someday. I'm glad that visuals will be so realistic now and that they'll encroach/border on reality in the near future. So excited.

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