Alpha 1.8 Graphical Update | General Improvements | Vlog++

Monday, June 14th


Hello everyone, we’re releasing our 1.8 update to our default Steam branch today. This update is a beast. If it’s not our biggest, it’s right up there. James will take you through most of what the team has accomplished in the 1.8 Vlog. Below you’ll find a rather detailed breakdown of what has gone into 1.8.


The graphical update has been a long time coming. Andre is our environmental artist, the man responsible for the majority of general world design. While Jos handles level design, the world you walk around in is Andre's. When we started these builds quite a few years ago, Andre created the world, the vegetation maps, the heightmaps, all the road placement, etc. After the builds really started to come together and we went unlisted, something else happened. The rest of Survive the Nights needed development.


While James is our project manager and lead programmer, Andre in most aspects is his right hand man. Core game features redeveloping and developing in the first place. A massive first project for a 4 man team and far too much work for a single programmer. A lot of what goes into a game is never seen and a lot of those pieces fell into Andre's lap. Years of development have gone by with Andre never really getting to update his initial environment. 1.8 is the start to something we’ve wanted to do for some time now. While it’s a massive chunk of design improvements, it’s by no means our last. The team has a lot of future ideas waiting to be implemented.


The general graphical and environmental improvements are a large chunk of this update but they are not the only improvements. We’ve worked on connectivity improvements and introduced a partial solution. UPnP will be utilized via Open NAT which will help a lot of players with automatic port forwarding. This won’t solve everyone's issues since automatic port forwarding isn’t supported by some routers and in others it just doesn’t work as expected. That change combined with a slightly sleeker UI and things like automatic IP and port assignment should make connecting a bit easier for around 50% of players.


We’ve also introduced in-game friend invites via Steam Rich Presence. You’ll now be able to host and invite friends to your own server directly via the in game menu and tab list. You can also invite players via Steam's overlay or directly in the steam app via your friends list.


There are a lot more pieces to the 1.8 puzzle and, as always, you can check out most all of the changes via our Changelog. We’ll be updating to reflect current progress and adding new goals for 1.9 and beyond. Below is a recap of the last couple of months of 1.8 progress.



Graphical Update


We have made a ton of graphical progress with 1.8. We’ve worked on replacing and adding vegetation. We’ve adjusted forest density making the woodlands thicker and far creepier to navigate. Water systems have been reworked, reflections have been reworked, interior lighting, ambient lighting, weather effects, etc. Many major changes have been implemented in 1.8 and we’re excited to let you see them.


Water and Reflections


The Issues

Water has always been a thorn in Andre's side. The team has never been happy with the original or updated water situation. We’ve had a handful of placeholders in the past few years, none of which were particularly good. A major issue the team faced with water is transparency and how out of place it looked in the world. Most of the transparency issues were caused by our fog system rendering incorrectly. It just never blended well with the world and during early development we simply didn’t have the time to dedicate to issues like this.


There are also topographical challenges on the island. Black Island has rivers that flow into oceans along with lakes and smaller bodies of water. 1.8 also introduces swamps which is another added level of complexity. It has been a challenge to make these intersecting and flowing bodies of water look good.


The Outcome

Our new reflection system is now properly simulated in real time based on different times of the day and the reflection probes created. Reflections will also be dimmed in interiors so as to not stand out. The results look rather fantastic. They’ll be part of our new Ultra graphic setting. Below are a few examples of our old system and our new reflection system on high and ultra.


The system uses a real time reflection probe and dummy assets to create a realistic looking reflection probe perfectly suitable for most situations. This system also goes hand in hand with our new water shaders, a massive improvement over the last.


We've managed to find a compromise with our fog that makes it possible to use transparent water without it looking out of place. This, in combination with the new reflection system, allowed us to finally find a different solution that looks better and isn't too heavy on performance. The transparency really brings bodies of water to life and edge blending makes the waters edge feel far more realistic. This also works well on all kinds of work surfaces. You’ll notice the change in wet pavement and stonework too.

Old reflection system on ultra graphical settings

New reflection system on high graphical settings

New reflection system on ultra graphical settings

Before and After


Improved Weather Effects

Ahead of weather affecting the player, (something we’ll be working on shortly) we’ve taken some time to improve our current weather effects. The system as it is now does the job but it’s rather drab. Our current rain and snow system only allows for particles to move directly downward due to performance and collision concerns. The new system allows us a bit more freedom and you’ll notice that instantly in both rain and snow. The particles now blow around and move with the storm. This dramatically changes the entire vibe of the weather system.

Before and after - wet roads and rain


Vegetation and Environmental Detail


Andre has completely reworked the vegetation and forest density in-game. The wilds are more dense with tall grasses, bushes and new props like deadfall. Improved rock textures tie it all together along with new stone walls. We’ve improved on tree density along with reworking tree systems to allow for trees to lean. This seemingly small detail really does wonders to bring the forest to life. We’ll be reworking tree mechanics in the coming quality of life builds.


Before and after - forest density


Particle Effects


For some time now we’ve wanted to introduce world particles. Over the course of 1.8’s development, with the help of James, Jos was able to program and implement the initial system. This system will allow us to expand and introduce all kinds of cool looking goodies. Trash particles will now blow around the world creating a very creepy vibe. Leaves and vegetation will also flow with the air. This seemingly small effect really does a lot to improve the world. It’s something the team would love to expand on so if you have any particle ideas feel free to share them.


Lighting Optimizations

We’ve really gone all out when it comes to ambient lighting as well. This greatly improves the general tone of the game. Ambient lighting has the correct color to it now. This alone makes for a far more realistic look. You’ll also notice this inside structures. We are final