[img]https://thumbs.gfycat.com/MilkyOptimisticBirdofparadise-size_restricted.gif[/img] Hi-Res: https://gfycat.com/pl/presentrepentantdove Since X-Morph: Defense we have done a lot of work to add multiple new features to our game engine, The Schmetterling. In fact, the toolset has changed so much we decided to dub it The Schmetterling 2.0. New rendering, shading and lighting systems allow us to make the world of The Riftbreaker feel much more alive than anything you’ve seen us do in the past. You can see a fine example of this in the video above. A plants look can change based on multiple outside factors - the time of day, being touched by something or based on weather conditions. We control these features using small script components called “affectors”. As the name implies they affect a certain parameter based on the input that they receive. In the instance of a fluorescent plant we affect the plant’s shader’s glow parameter based on player proximity. We can set that condition to be essentially anything, so sky is the limit in this case. What that means is we can make plants react to Mr. Riggs and the animals by hiding underground, illuminating, extending spikes, or exploding altogether. The best part is that we can accomplish this with high efficiency, so we can modify entire fields of grass not just a single object on the scene, and we can do that with relatively little effort. What other interesting features of Galatea’s plant life would you like us to modify? Or maybe we should try this trick on some animals? Why don’t you join our Discord server! We discuss the ins and outs of the game all the time and love your input! Simply follow this link: www.discord.gg/exorstudios Other social media: www.facebook.com/exorstudios www.twitter.com/exorstudios www.mixer.com/exor_studios www.twitch.tv/exorstudios