![]() Yes, we might have featured the infected too predominantly in the video footage we released, but in reality the infected drive the main storyline while human and wildlife are by far the more common enemies you’ll encounter. Many people think of Red Frost as a zombie game. This is a very important area of development for us since we face a bit of a problem here. This in turn meant we now have a better understanding how far we can go with the world building in Red Frost while still maintaining good performance.Īnother part of the team spent a lot of time on creating new enemies and enemy types. That worked very well and the few issues we encountered could been easily fixed. Is it a much smaller survival game we have been working on for a while now and figured we port the new tech from Red Frost to Winter Survival Simulator and release a demo. We are however not ready to make a demo of Red Frost just yet, so we found another solution to take the new visual tech for a spin with a larger audience: Winter Survival Simulator. While internal testing is great to find issues early on, when it comes to tech and performance you optimally want to test it with a larger audience. However, the changes were so significant in terms of visuals as well as performance, that it made us face a different problem: testing everything. While we are not finished with the new tech just yet, we already accomplished the vast majority of what we wanted to achieve. Yes, Red Frost was already looking good, but there was still room for improvement and that’s what we did. Over the past 4 months a lot of work also went into improving our visual tech to make the game world really shine. Right now we are making good progress within the “comfortable list” and create location after location on basically a weekly basis. Then there is our wishful thinking list which contains all sort of interior locations we wish would make it into the game given the time will allow for it. ![]() We have a list of planned interior locations divided into locations we must have for storyline and questing and additional locations that once in the game we would feel comfortable with the amount of interior locations for the exploration we envision. Red Frost will also feature lots of interior locations for you to explore and this is something we also put a lot of work into. That being said, the outside is just part of the workload when it comes to the game world. ![]() Is is however also a very time consuming process and we expect to spend at least another 4-6 months working on it. As you might know, the game world in Red Frost is handmade, which allows for best possible quality. The past months we made a lot of progress on making the game world. What are we working on, how it goes and where do we stand with the game. No dye is used in the process.With this DevLog we want to share with you some of the development progress that’s happening in Red Frost. Renau Naturals colorization gently lifts the original color until the desired hue is achieved. Normally human hair undergoes bleaching to remove most of its pigment, followed by coloring w/ fade-proof, permanent dye. ![]() Renau Naturals colors are indicated w/ a ' RN' in the color code.Flash front means it will be lighter on the front. Flash Front colors are indicated w/ a 'FF' in the color code.Fashion colors will have something different about them, such as more noticeable highlights or a darker nape. Fashion colors are indicated w/ a 'F' in the color code.The nape of the wig will be the darker shade, while the crown and sides will be the lighter shade. Two-Toned colors are indicated w/ a 'TT' in the color code.Jon Renau offers 'RH' which is 33% highlight. Renau Highlight: A traditional highlight ('H') is 20%.This has the most appealing effect of colored hair w/ natural regrowth. The roots are colored a darker shade that the rest of the wig. Shaded colors are indicated w/ an 'S' in the color code.Constructed w/ a lighter frosted shade starting from the crown and "running" down to about half way on the cap over the darker shade at the nape. Layered colors are indicated w/ an 'L' in the color code.Syrup ('FS') and Highlighted colors ('H') were especially designed around current fashion forward styles, adding flare w/ multiple colors streaked into a base color.Highlighting is demonstrated through the body of the wig, as well as the ends. Tipped colors are indicated w/ a 'T' in the color code.Jon Renau blends their solid colors to achieve new colors that mimic natural tones. Blended colors are indicated w/ a 'B' in the color code.Here are some tips to help understand Jon Renau's color codes. The amount of the color ring will be refunded to you when it is returned to us. On-screen color quality may vary depending on your monitor's resolution.įor best color match, try ordering a Jon Renau Color Ring.
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