This also lead us to re-thinking some aspects of player detection in the genre. Using this mask we can color the Viewcone in a final full screen pass, where stencil buffer is used to exclude various objects from being rendered to and to add lightsource information.”įrom a design standpoint we analyzed how these Viewcones were used in the old games and decided on where we wanted to improve it. "full vision", "fully occluded", "crouch distance", "out of bound"). When rendering the main camera we generate a mask that holds information for the various vision areas based in the previously generated depth texture (e.g. We first render a depth texture from the eye position of a selected character. The Viewcone has different colored areas that determine its behavior (more on that later).įigure 1: The Viewcone in Shadow Tactics, a thing of beauty.įor those of you who are interested in how this works technically lets me quote the man who built it, Frieder Mielke, our Tech Lead: “The basic principle behind the Viewcone calculations is shadow mapping. These function as puzzles with multiple solutions.One of the most important tools the player has is the ability to display enemy vision in the form of a cone that we call Viewcones. In Shadow Tactics players control a squad of up to five different specialist characters to sneak and stealth-kill their way through large maps filled with enemy setups. What: Dynamic Detection in Shadow Tactics Aside from that we have been working on several mobile titles.Ĭurrently we are 16 people and our latest release is Shadow Tactics: Blades of the Shogun, a real time tactical stealth game (RTT) played from an isometric view in the vein of the Commandos and Desperados series. During our third semester we started developing early prototypes of our first big game game The Last Tinker: City of Colors, which we got to make after Mimimi was founded in 2011. I’ve been working here since the early core of our studio emerged from our Game Design studies at the Media Design Hochschule in Munich. I’m Moritz, lead designer at Mimimi Productions. Who: Moritz Wagner, Lead Designer at Mimimi Productions Check out earlier installments, including creating believable crowds in Planet Coaster, the challenge of creating a VR FPS in Space Pirate Trainer, and designing dynamic audio for destructible environments in Rainbow Six: Siege.
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