When it came to communication and speed, we simply had to really buckle down and rethink how we prioritize tasks. Luckily, it took only a short while for us to adapt to the fast-paced work of other developer teams.
Before we knew it, we had a great schedule for both downloading and preparing the massive amounts of data for work, as well as communicating about deliverables and their timelines.
When it came to the 3D Photo Mode, we knew we wanted to create a system that doesn’t take the player out of the flow of battle. For this, we used a system that loads up a “stage” of the exact moment in time, to which you can return at every time. That way, the player can set up the perfect angle, lighting, and frame once they’re ready, rather than interrupting game flow.
As Unreal Engine 5.1.1. Doesn’t have the functionality to check for DLC, we had to create new functions that communicated with SDK platforms, of which there were 4 (Steam, Epic Games, PlayStation, and Xbox.) Since each one works differently, we used certain interfaces to streamline the process, easily check for DLC in the code, and effortlessly purchase and activate new ones.
Initial Easy Anti-Cheat implementation was easy enough – if it detects modified files – online features will be disabled. However, this feature posed issues for crossplay functionality. We had to use the Redpoint Plugin and generate public and private keys, which required additional modification to the plugin to iron out logic errors and other bugs.
On top of that, we worked on many bugfixes, the artbook viewer, additional DLC goodies, the Revenge mechanic, and certification fixes (TRC’s, XR’s).
The team couldn’t be prouder of our addition to Lords of the Fallen. It was a massive challenge that pushed our abilities and skillsets further along, opening doors to more exciting projects.
Now you can explore the epic, dark fantasy world, fight epic bosses, and overthrow a resurrected demon god on PC, PlayStation 5, and Xbox Series X/S.