Wccftech’s Alessio Palumbo sat down with FYQD Studio‘s sole developer, Xiancheng Zeng, to talk about the implementation of Ray Tracing technology in Bright Memory: Infinite, coming later this year and published by PLAYISM.
The release of Bright Memory on Steam Early Access was overwhelmingly positive. How did you feel about that? Was the feedback useful for the remainder of the development?
About the game reception, there are many positive reviews which are supporting and encouraging my personal development. There are still many shortcomings or plot arrangements in the game. That’s why I released Bright Memory Early Access on Steam. In my view, Bright Memory is still like a DEMO. The feedback from players so far is pretty good and I also agree with the players’ feedback. At this moment, I can now get more time and enough money to make the game better and better. But, players’ feedback will not help much with developing Bright Memory: Infinite since all the combat systems and story will be completely new. To all the fans, please keep your eyes on Bright Memory: Infinite that will bring much fun for all of you!
You’ve recently released the GTC raytracing tech demo on Steam. How was your experience with NVIDIA’s RTX platform? Did you find it easy to add RT to your game?
Creating RTX is not a very difficult thing. The difficulty is how to distinguish it from traditional SSR reflections. For example, the quality of SSR reflections on some water surfaces is very high, after RTX is turned on, the difference is not very large. So how to distinguish RTX is a challenge.
That’s why I added more extra content that SSR cannot reflect in the scene. For example, when the player passes through the cave, he can see the reflection of the flame in front of them. When the player needs to squat in the game, the front of them the field of vision is limited, and players cannot use SSR to see the flames with a small space. At this time, the characteristics of RTX can be clearly displayed.
Do you see Bright Memory as a franchise potentially worthy of a sequel in the future with a bigger world and story, or would you rather work on something new next?
Looking at the game script, I hope that Bright Memory can have more episodes (sequels), but from the perspective of game development, I can’t achieve a game flow of more than 10 – 30 hours. This is not possible for independent games. But, I will try to create more episodes for the players.
For more information about the publisher, check out PLAYISM’s official website and follow it on Facebook and Twitter. For more information about FYQD Studio and Bright Memory: Infinite, follow them on Twitter at @FYQD_Studio and check out the game’s Steam page.