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I am fish not working xbox
I am fish not working xbox






i am fish not working xbox
  1. #I am fish not working xbox series
  2. #I am fish not working xbox simulator

In reality, we're a relatively small team and we've been developing I Am Fish for just under a year so we needed to hit the ground running, which was something HDRP allowed us to do."įor instance, Shader Graph is a node-based tool that lets artists easily author shaders by building them visually without writing code, while being able to see the results in real-time. "HDRP did that a lot easier, otherwise we'd have been looking into building a lot of systems ourselves. "That was one of the goals at the start, we wanted to create a project at much higher fidelity, and hitting targets that previously we hadn't really hit before," he explains. Of course, from Green's perspective, the most important aspect with working with the latest version of Unity is how "artist-friendly" it is, especially when it comes to giving artists more freedom to light things more expressively and quickly. But there wasn't any system that we just immediately had to turn off or completely re-engineer."

i am fish not working xbox

We had slightly different performance bottlenecks across both, so certain features react a little bit differently across the two. "A lot of the core rendering technology itself still runs identically across both platforms, but we needed to try and balance those between platforms.

#I am fish not working xbox series

"The only thing we really needed to be mindful of is the original Xbox One, which is approaching ten years old, so it performs a lot slower than the Series X, and obviously we need to take that into consideration. "Because that environment is relatively similar, it meant that all of the graphics features on the next-gen water work on the previous one," Green continues. HDRP makes sense especially as I Am Fish was also being developed with Xbox Series X and S in mind, but the new framework has also translated well to the previous generation. "With I Am Fish we wanted to make a much more polished experience, both gameplay wise and visually." "We decided on HDRP because of the rendering features and the fidelity we wanted to hit." "At that point, we started having to evaluate whether we go with the Built-in Renderer, which we're all familiar with, or we looked at High-Definition Rendering Pipeline (HDRP) or Universal Rendering Pipeline (URP)," says Green. While the initial prototype demo was built using an older version of Unity's Built-in Render Pipeline and released via prototyping platform Bossa Presents, a deal with Microsoft led to the game being the studio's first title developed internally on Xbox hardware from the start. Therefore, Unity's new tools were crucial to making those ambitions a reality.Īs Bossa's first game to use Unity's Scriptable Render Pipeline, I Am Fish draws on the latest tech that makes it possible to create a next-gen experience usually reserved for large teams. At its core, however, was still a small team with a relatively short time scale. "With I Am Fish we wanted to make a much more polished experience, both gameplay wise and visually."Ĭompared to being confined to one major location, whether that's different rooms in a house or just the operating room, I Am Fish is certainly "bigger in scope" and more "content-driven". "We're not just doing physics for the sake of physics," says Bossa's senior technical artist Andy Green. I Am Fish is the latest 'wonky physics' title from Bossa Yet while this is a continuation of the notoriously "wonky physics" that's part of the charm of the studio's output, this time Bossa has made an expansive story-based game, and wants it to be accessible for those who would prefer to enjoy the experience just by pushing to go forward, though players can still opt in for the 'classic' controls at the start. Four different fish friends separated from each other in a pet shop fish tank must embark on a perilous journey to the ocean by controlling a variety of water-based 'vehicles', utilising the flap of their fins and tails. I Am Fish is a logical progression of this idea.

i am fish not working xbox

#I am fish not working xbox simulator

London-based Bossa Studios is best known for its hilariously difficult physics-based games - notably 2013's Surgeon Simulator - as well as bizarre simulations where the player has to learn to move around the world as something completely unique, such as a slice of bread in I Am Bread.








I am fish not working xbox