Hey everyone, sorry for the recent silence on the devlog front. We've been hard at work behind the scenes and can't wait to share more updates with you soon! Thanks for your patience and ongoing support.
Check out our latest video blog showcasing the dynamic world of our upcoming city simulation game. Witness the hustle and bustle of pedestrians navigating our diverse cityscape and experience the realistic flow of traffic.
Manage vehicular traffic, strategically tackle hooligan mobs, and witness the realistic impact with our vehicle damage system.
Stay tuned for more adrenaline-pumping updates, and let's embark on this riotous adventure together! Thanks for supporting our project!
Best regards, Riot Control Simulator team
Riot Control Simulator ~ Devlog #6 "Dealing with crowd."
Hey everyone,
Today's blog post is about working with crowds in our game. In this video we will talk about how we achieved it:
Game engines are not optimized for rendering such amounts of characters simultaneously on the screen. The engine we are working on starts to slow down significantly when there are around 100 characters on the screen, and we don't only have to render the crowd characters. We also have to render other police officers who are helping us in the action, and often there are as many of them as there are rioters.
Even AAA games avoid such amounts of characters and usually we will see a maximum of 15-20 characters on the screen at the same time. A big distinction in AAA games was the game Days Gone where hordes of zombies could have up to 500 characters at the same time and it was quite an achievement.
We tackled this topic and managed to develop a very efficient technology thanks to which we were able to introduce crowds of 500-1000 characters into the game. Our limitations were maintaining full physics in contact with a water cannon, interaction with the player and inverse kinematics (when, for example, the character looks in the direction of the player).
To achieve a large crowd, we used a technique of instancing a character model through the GPU. This is a standard technique for accelerating the rendering of a large number of objects. Unfortunately, this was not enough. The bottleneck turned out to be the skeletal animations of the characters and the "Animator" engine that controls the transitions between animations. The solution was to replace the skeletal model (skinned mesh) with a standard animated model. The animations of this model were baked into a special shader that animates the model's vertices on the GPU. Additionally, animation switching was done from code rather than from the animator. This way we got animated characters whose number can reach up to 10,000 at the same time.
Unfortunately, this solution has its big limitations, such as lack of physics ragdoll of characters, lack of inverse kinematics. The number of animations also has to be small, as it consumes memory. We therefore decided to use a hybrid of the classic approach to characters and one that allows to achieve a crowd. When the player is close to the character, it behaves in a classic way.
Thanks to our technique, we were able to create large crowds that will be a challenge for the player.
Thanks for supporting our project!
Best regards, Riot Control Simulator team
Riot Control Simulator ~ Devlog #5 "Building the game level"
Hello to all of those following the development of our game.
Today we have a short video for you about creating our new map, where the player will be able to suppress large-scale riots with a water cannon. We also talk about optimizing objects on the map so that the game has the appropriate performance.
Enjoy listening and don't forget to follow our project.
Thanks for supporting our project!
Best regards, Riot Control Simulator team
Thank you for playing our demo and for all the feedback!
Hey everyone, Thank you to everyone who downloaded and played our Riot Control Simulator game demo during Steam Next Fest and later. We really appreciate the feedback you have given us, and it will help us make the game even better.
We apologize for any bugs or glitches you may have encountered while playing the demo, and we assure you that they will be fixed in the full version of the game.
We are still hard at work on the full game, and we appreciate your patience. We are confident that the final product will be worth the wait!
Thanks for supporting our project!
Best regards, Riot Control Simulator team
Riot Control Simulator: Demo
Hey everyone, I don't know if you know but you can try an EARLY demo of Riot Control Simulator on Steam Next Fest! So if you are interested in this game, make sure to try it, and if you want leave us feedback! We will make usage of it for sure!
Riotr Control Simulator: Demo - try it for free during Steam Next Fest
Hey everyone, I don't know if you know but you can try an EARLY demo of Riot Control Simulator on Steam Next Fest! So if you are interested in this game, make sure to try it, and if you want leave us feedback! We will make usage of it for sure!
Play DEMO now! The crowd riots in Riot Control Simulator: Demo
Hey Everyone, at the beginning, I would like to thank everyone for their patience! Today we are releasing a demo for Riot Control Simulator, so don't miss it!
Riot Control Simulator ~ Devlog #4 "Prepere, train and plan your actions"
Hello! Between missions, the player will be able to return to the riot police headquarters. There will be an opportunity to prepare for the next mission, talk to your companions, and even practice your skills.
We have prepared a police station with additional activities that will affect the field missions available to the player.
Thanks for supporting our project!
Best regards, Riot Control Simulator team
Riot Control Simulator ~ Devlog #3 "Time to fight".
Hello!
One of the most important systems in the game is the fighting system. Rioters will react to our aggression and will fight when you are alone.
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Rioters can punch you in the face, throw stones, bottles and other objects that can harm you. You can use shield to protect yourself but even that can't protect you from rage of the big crowd.
Thanks for supporting our project!
Best regards, Riot Control Simulator team
Riot Control Simulator ~ Devlog #2 "It's all about people"
Hello!
Today we want to show you some protestors models that we've made for the game. Some of them are normal people, but some of them are hooligans, that are just looking for a fight.
We are focusing on a variety of costumes and physical views of a characters. Some of the characters can be masked, some can wear casual clothes.
This picture shows the sculpting process of the strong protestor. This guy can easily kick your butt when you are alone and unarmed.
Thanks for supporting our project and being active on our Steam forum!