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Offline Asid

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Re: DeadStick - Flight Simulator
« Reply #45 on: December 05, 2021, 04:01:15 PM »
Update about Deadstick & The Irregular Corporation
Thu, 29 April 2021



Hey everyone,

After working closely together on Deadstick since 2017, both REMEX and The Irregular Corporation have made the difficult decision to end our publishing relationship, with all game distribution and publishing rights returning to REMEX.

A message from The Irregular Corporation - “We have enjoyed working on Deadstick over the past few years, especially getting to know the community – it’s been our privilege to witness your passion and love for the project. So thank you for your support, and also our heartfelt thanks to the entire REMEX team for giving us the opportunity to work on the game. We wish you all the best for the future!”

The REMEX & Irregular Corporation Teams

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Offline Asid

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Re: DeadStick - Flight Simulator
« Reply #46 on: December 05, 2021, 04:02:23 PM »
ChrisDeadstick (
Developer)
04/29/2021

I'm sure many of you have questions regarding today's announcement -

I can't comment on the specifics but can say we're looking forwards at a number of options/opportunities (and there's a few more we'd like to explore) so please bear with us whilst we figure out the best path ahead.

Development is temporarily paused whilst we evaluate these options. Will this affect scope and release? Undoubtedly yes, but with change comes opportunity and there's certainly opportunity for a few interesting changes now, particularly based on frequent feedback we get from the community we’re excited to explore.

I'm sure you're all desperate to get your hands on something/anything at this point and so we're also looking at a few ways as to how we can address that in the mean time..

Once we have an idea of which avenues we'd most like to explore moving forwards we can then start to look at resources required and what is / is not viable given the resources we have at our disposal. Things will undoubtedly have to change vs our initial ambition but that isn't necessarily a bad thing - Getting something out sooner we can all rally behind, have fun with and play with regular updates, even if it is rough around the edges, feels like an attractive option right now to help with engagement + visibility on what we're up to. However we need to weigh that up against the long term vision and check that doing so will get us to our end goal without compromising the quality bar we have set for ourselves.

In short I can’t make any promises on what the future holds just yet but I do promise to keep you all in the loop as we work through it! I’m keen to be as transparent as possible with our plans and equally keen to get your feedback.

Thanks as always for your support – the journey continues!

Blue skies and tailwinds,
Chris

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Offline Asid

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Re: DeadStick - Flight Simulator
« Reply #47 on: September 17, 2024, 11:15:12 PM »
Deadstick - Bush Flight Simulator - Developer Update
Mon, September 16, 2024



Hi pilots,

It’s been a long time since a news post has gone live, today that changes. We have a major development update for you on the status of Deadstick, and who else to bring you this information but Chris Cheetham himself.





To highlight some of the main topics of this video:

-    New Deadstick publisher, Mythwright.
-    New Deadstick developer, Spiral House.
-    Deadstick development updates - incoming and more transparency with the community.


The reason we have decided to work on Deadstick is because we believe in it, and want to make sure it becomes a reality. Our aim is to share as much with you, our community as possible between now and launch. This will be a range of information from developer diaries, short videos/gifs, to screenshots of the game being developed - not all news will be a major update but we want to make sure you are along for the journey, you can also join us on our Discord to chat with other pilots.

We hope you will join us in celebrating this new Deadstick era and continue with your patience while the game restarts its development journey.

- The Mythwright Team

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Offline Asid

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Re: DeadStick - Flight Simulator
« Reply #48 on: September 30, 2024, 11:23:29 PM »
Flight Log #5: Unity & HDRP
Mon, 30 September 2024



Happy Monday everyone ✈️

We are reviving the Flight Log series today, and planning on bringing them to you more frequently!


In today’s development update we wanted to talk a little bit about Unity and why we chose to stick with this engine as this seemed to be a common question with our announcement. We’ll also have a few images to share of some retextured High Definition Render Pipeline (HDRP) plane renders.


Why did we choose this engine / version for Deadstick?

We chose to stay with Unity so we could build on the work already done by Chris and his team and it gave us a good head start on development.

We upgraded to the latest version of Unity to take advantage of HDRP. This offers many visual improvements over URP (Universal Render Pipeline) or the previously used render pipeline. Unity released this spotlight video to showcase the capabilities of HDRP.



Disclaimer: This video is used for informational purposes only. All rights belong to the original creator.


Advanced physically based surfaces

HDRP gives us a much better graphic quality and greater fidelity of surface textures and materials across the board. We are able to use advanced shaders with customisable subsurface scattering, translucency, iridescence, anisotropy and real time tessellation and provide Deadstick at a much higher graphical standard.


Immersive Lighting

HDRP uses correct physical light sources with much greater control over the lighting including the light types, shadow options, light exposure and control, light baking, ray marching and ray tracing and reflections, global illumination, volumetric lighting, that's not to say we will use all of this everywhere, but it gives us more options with greater quality.




Spectacular Atmosphere

All of the HDRP tools and rendering options allow for some procedural skies, volumetric fog, volumetric clouds and weather, all adding to the atmosphere of flying an aircraft in near realistic conditions and providing the player with a fully immersive flying experience.


Maximise Platform Performance

Using HDRP we are able to maximise performance by utilising the Burst and Job system and upsampling algorithms such as NVIDIA DLSS or AMD FSR.


Example Retextured HDRP Plane Renders





Please note that images and videos shown are not representative of the final visuals, all are work in progress while we work on development.


Thanks for reading all, and we’ll be back with another developer update soon.

Please do not forget to follow us on our social channels:

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