3.80 star(s) 46 Votes
Jan 31, 2025
77
30
99
yeah bro older version is has great jill model then he shuit the gaem julia and he lool like a aunty
don't ask me why, but I like the very very first julia model version (0.1.0?), sometimes I wish I could just take the model and put it into the latest game (there's mods for that but idk anything)
 
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Oct 8, 2019
390
843
209
BIOASSHARD UPDATE 12/25/2025 & MERRY CHRISTMAS


Hello everyone!

First and foremost: Merry Christmas!

Lately, there’s more silent than usual, but as mentioned in the previous report, we keep working on it non-stop (like not even taking weekends or holidays to rest a bit…)

We’ve been making progress overall. But mainly on two areas:
Enemies and the Chapter 1 areas.

There has been a lot of stuff done but I want to mention the worst parts I faced with the enemies
- The Path Navigation core plugin for the AI Controller of the enemies got corrupted: I didn’t even know this was possible, since this is not something I did implement myself but rather a default feature I only changed a few properties in back in the Arena times. But yeah, that’s game dev for you, you can’t expect everything to work as it should, even less default engine -added by Epic- features…
So, I had to recreate it from scratch, a new one and reimplement it, changing ALL its uses across the whole project for the new one… But I took this chance to improve some code and specially simplify it by a lot while maintaining all its previous features plus some other new ones, so, as they say “all’s well that ends well”, right?

- Optimizing the enemies even more had to be done manually in its entirety: Previous optimization steps like importing all the LODs for enemies, clothes, hairs… I managed to automate them using “blutilities” and/or python code. But the last step, that was creating more optimized versions of the used shaders for the LODs and apply them to all the enemies and their accessories, I had to eat it entirely and make it by hand…
So, I created like 4 variants of every shader used by the enemies, progressively taking out features to make then lighter, like getting rid of effects, maps like normal, ambient occlusion, specular, roughness, metallic and even turning them unlit for the last LOD (since this LOD is used for when the enemies are far away, there’s no need for them to be affected by light which reduces by a ton all the shader calculations). And this was the faster part. Then I had to go, mesh by mesh adding new material slots for every new material (shader) created, changing from LOD to LOD (8 for almost everything and “only” 4 for the rest) and swapping the currently used slots for the new ones.
I tried to automate it, but was impossible, since Epic doesn’t allow to externally set material slots in skeletal meshes (they allow it in static meshes but not in skeletal ones) to avoid mesh corruption (how funny of them taking this measure here and not for the Path Nav plugin, huh).
But well, I finally got rid of that as well, and finished with the enemy optimizations (for good I hope).
And because these ate so much time, I was unable to get to the animation part yet. Which is what I have to do now, while finishing some changes to the dismemberment system.


Now, I want to mention two things:

First is that you can vote (please do so) in the poll to let us know your sincere opinion on this matter about enemies crawling.

And second, I’ll be making the first test dev stream in a couple days, focused on animations, where you’ll be able to see the process I follow and the work it takes. It’s been ages since we mentioned the possibility of making these streams and I didn’t want to let the year end without making at least one. So, if you're interested in watching some bts content, join me this in Picarto.


And that’s going to do it for this report.


I’ll let you know when the streaming is going to happen and give you the link to access it directly. So, stay tune

And now, time to get back to work! But before I leave, here's a little present for you from Mr.VersusX!


Much love everyone

Until next time .


-Meguido

1766699465886.png

1766699491710.png

Screenshot 2025-12-25 165249.png
 
Oct 6, 2021
54
66
88
BIOASSHARD UPDATE 12/25/2025 & MERRY CHRISTMAS


Hello everyone!

First and foremost: Merry Christmas!

Lately, there’s more silent than usual, but as mentioned in the previous report, we keep working on it non-stop (like not even taking weekends or holidays to rest a bit…)

We’ve been making progress overall. But mainly on two areas:
Enemies and the Chapter 1 areas.

There has been a lot of stuff done but I want to mention the worst parts I faced with the enemies
- The Path Navigation core plugin for the AI Controller of the enemies got corrupted: I didn’t even know this was possible, since this is not something I did implement myself but rather a default feature I only changed a few properties in back in the Arena times. But yeah, that’s game dev for you, you can’t expect everything to work as it should, even less default engine -added by Epic- features…
So, I had to recreate it from scratch, a new one and reimplement it, changing ALL its uses across the whole project for the new one… But I took this chance to improve some code and specially simplify it by a lot while maintaining all its previous features plus some other new ones, so, as they say “all’s well that ends well”, right?

- Optimizing the enemies even more had to be done manually in its entirety: Previous optimization steps like importing all the LODs for enemies, clothes, hairs… I managed to automate them using “blutilities” and/or python code. But the last step, that was creating more optimized versions of the used shaders for the LODs and apply them to all the enemies and their accessories, I had to eat it entirely and make it by hand…
So, I created like 4 variants of every shader used by the enemies, progressively taking out features to make then lighter, like getting rid of effects, maps like normal, ambient occlusion, specular, roughness, metallic and even turning them unlit for the last LOD (since this LOD is used for when the enemies are far away, there’s no need for them to be affected by light which reduces by a ton all the shader calculations). And this was the faster part. Then I had to go, mesh by mesh adding new material slots for every new material (shader) created, changing from LOD to LOD (8 for almost everything and “only” 4 for the rest) and swapping the currently used slots for the new ones.
I tried to automate it, but was impossible, since Epic doesn’t allow to externally set material slots in skeletal meshes (they allow it in static meshes but not in skeletal ones) to avoid mesh corruption (how funny of them taking this measure here and not for the Path Nav plugin, huh).
But well, I finally got rid of that as well, and finished with the enemy optimizations (for good I hope).
And because these ate so much time, I was unable to get to the animation part yet. Which is what I have to do now, while finishing some changes to the dismemberment system.


Now, I want to mention two things:

First is that you can vote (please do so) in the poll to let us know your sincere opinion on this matter about enemies crawling.

And second, I’ll be making the first test dev stream in a couple days, focused on animations, where you’ll be able to see the process I follow and the work it takes. It’s been ages since we mentioned the possibility of making these streams and I didn’t want to let the year end without making at least one. So, if you're interested in watching some bts content, join me this in Picarto.


And that’s going to do it for this report.


I’ll let you know when the streaming is going to happen and give you the link to access it directly. So, stay tune

And now, time to get back to work! But before I leave, here's a little present for you from Mr.VersusX!


Much love everyone

Until next time .


-Meguido

View attachment 5563282

View attachment 5563285

View attachment 5563293
Thanks bro, is that "stream" for everyone or just subscribers? Xd
 
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tylex

Active Member
Feb 29, 2024
579
847
230
BIOASSHARD UPDATE 12/25/2025 & MERRY CHRISTMAS


Hello everyone!

First and foremost: Merry Christmas!

Lately, there’s more silent than usual, but as mentioned in the previous report, we keep working on it non-stop (like not even taking weekends or holidays to rest a bit…)

We’ve been making progress overall. But mainly on two areas:
Enemies and the Chapter 1 areas.

There has been a lot of stuff done but I want to mention the worst parts I faced with the enemies
- The Path Navigation core plugin for the AI Controller of the enemies got corrupted: I didn’t even know this was possible, since this is not something I did implement myself but rather a default feature I only changed a few properties in back in the Arena times. But yeah, that’s game dev for you, you can’t expect everything to work as it should, even less default engine -added by Epic- features…
So, I had to recreate it from scratch, a new one and reimplement it, changing ALL its uses across the whole project for the new one… But I took this chance to improve some code and specially simplify it by a lot while maintaining all its previous features plus some other new ones, so, as they say “all’s well that ends well”, right?

- Optimizing the enemies even more had to be done manually in its entirety: Previous optimization steps like importing all the LODs for enemies, clothes, hairs… I managed to automate them using “blutilities” and/or python code. But the last step, that was creating more optimized versions of the used shaders for the LODs and apply them to all the enemies and their accessories, I had to eat it entirely and make it by hand…
So, I created like 4 variants of every shader used by the enemies, progressively taking out features to make then lighter, like getting rid of effects, maps like normal, ambient occlusion, specular, roughness, metallic and even turning them unlit for the last LOD (since this LOD is used for when the enemies are far away, there’s no need for them to be affected by light which reduces by a ton all the shader calculations). And this was the faster part. Then I had to go, mesh by mesh adding new material slots for every new material (shader) created, changing from LOD to LOD (8 for almost everything and “only” 4 for the rest) and swapping the currently used slots for the new ones.
I tried to automate it, but was impossible, since Epic doesn’t allow to externally set material slots in skeletal meshes (they allow it in static meshes but not in skeletal ones) to avoid mesh corruption (how funny of them taking this measure here and not for the Path Nav plugin, huh).
But well, I finally got rid of that as well, and finished with the enemy optimizations (for good I hope).
And because these ate so much time, I was unable to get to the animation part yet. Which is what I have to do now, while finishing some changes to the dismemberment system.


Now, I want to mention two things:

First is that you can vote (please do so) in the poll to let us know your sincere opinion on this matter about enemies crawling.

And second, I’ll be making the first test dev stream in a couple days, focused on animations, where you’ll be able to see the process I follow and the work it takes. It’s been ages since we mentioned the possibility of making these streams and I didn’t want to let the year end without making at least one. So, if you're interested in watching some bts content, join me this in Picarto.


And that’s going to do it for this report.


I’ll let you know when the streaming is going to happen and give you the link to access it directly. So, stay tune

And now, time to get back to work! But before I leave, here's a little present for you from Mr.VersusX!


Much love everyone

Until next time .


-Meguido

View attachment 5563282

View attachment 5563285

View attachment 5563293
Is that poll new? What's the point of it? They already implemented that. Are they asking if people want it removed?
 
  • Like
Reactions: [User Deleted]

Hieroglyphics

Newbie
May 14, 2018
64
69
121
BIOASSHARD UPDATE 12/25/2025 & MERRY CHRISTMAS


Hello everyone!

First and foremost: Merry Christmas!

Lately, there’s more silent than usual, but as mentioned in the previous report, we keep working on it non-stop (like not even taking weekends or holidays to rest a bit…)

We’ve been making progress overall. But mainly on two areas:
Enemies and the Chapter 1 areas.

There has been a lot of stuff done but I want to mention the worst parts I faced with the enemies
- The Path Navigation core plugin for the AI Controller of the enemies got corrupted: I didn’t even know this was possible, since this is not something I did implement myself but rather a default feature I only changed a few properties in back in the Arena times. But yeah, that’s game dev for you, you can’t expect everything to work as it should, even less default engine -added by Epic- features…
So, I had to recreate it from scratch, a new one and reimplement it, changing ALL its uses across the whole project for the new one… But I took this chance to improve some code and specially simplify it by a lot while maintaining all its previous features plus some other new ones, so, as they say “all’s well that ends well”, right?

- Optimizing the enemies even more had to be done manually in its entirety: Previous optimization steps like importing all the LODs for enemies, clothes, hairs… I managed to automate them using “blutilities” and/or python code. But the last step, that was creating more optimized versions of the used shaders for the LODs and apply them to all the enemies and their accessories, I had to eat it entirely and make it by hand…
So, I created like 4 variants of every shader used by the enemies, progressively taking out features to make then lighter, like getting rid of effects, maps like normal, ambient occlusion, specular, roughness, metallic and even turning them unlit for the last LOD (since this LOD is used for when the enemies are far away, there’s no need for them to be affected by light which reduces by a ton all the shader calculations). And this was the faster part. Then I had to go, mesh by mesh adding new material slots for every new material (shader) created, changing from LOD to LOD (8 for almost everything and “only” 4 for the rest) and swapping the currently used slots for the new ones.
I tried to automate it, but was impossible, since Epic doesn’t allow to externally set material slots in skeletal meshes (they allow it in static meshes but not in skeletal ones) to avoid mesh corruption (how funny of them taking this measure here and not for the Path Nav plugin, huh).
But well, I finally got rid of that as well, and finished with the enemy optimizations (for good I hope).
And because these ate so much time, I was unable to get to the animation part yet. Which is what I have to do now, while finishing some changes to the dismemberment system.


Now, I want to mention two things:

First is that you can vote (please do so) in the poll to let us know your sincere opinion on this matter about enemies crawling.

And second, I’ll be making the first test dev stream in a couple days, focused on animations, where you’ll be able to see the process I follow and the work it takes. It’s been ages since we mentioned the possibility of making these streams and I didn’t want to let the year end without making at least one. So, if you're interested in watching some bts content, join me this in Picarto.


And that’s going to do it for this report.


I’ll let you know when the streaming is going to happen and give you the link to access it directly. So, stay tune

And now, time to get back to work! But before I leave, here's a little present for you from Mr.VersusX!


Much love everyone

Until next time .


-Meguido

View attachment 5563282

View attachment 5563285

View attachment 5563293
good to know its not abandoned. although the set backs suck, but oh well thats art for you.
 
  • Like
Reactions: [User Deleted]
Oct 8, 2019
390
843
209
Thanks bro, is that "stream" for everyone or just subscribers? Xd
You're welcome, sir. And technically? Subs and the discord, I would imagine as it's behind paywall post. I mean, when they give out the deets, I could pass it along here as I do... but, and I know it'd be stupid to happen, but I'm not sure if that'd bring me problems or not, because we all kinda know by now they don't exactly like this place.
 
Oct 8, 2019
390
843
209
Is that poll new? What's the point of it? They already implemented that. Are they asking if people want it removed?
It's the latest poll they've done, new with the update itself but polls alone aren't something new. They've done polls occasionally to get feedback and include the community in little decisions like this; usually to either add small features or vote to focus on later, to shorten dev time on next release. Like this one I assume, because dismemberment and crawling enemies were done for the arena, 0% chance they won't be in the main game at some point.
 
Oct 8, 2019
390
843
209
Does anyone have link where they will stream
I don't know why they didn't include that at the time, maybe they haven't set up an account on there yet (could be because I searched by name and didn't find them) but they will post again with it either there or in the discord either today or tomorrow before then.
 
Oct 6, 2021
54
66
88
You're welcome, sir. And technically? Subs and the discord, I would imagine as it's behind paywall post. I mean, when they give out the deets, I could pass it along here as I do... but, and I know it'd be stupid to happen, but I'm not sure if that'd bring me problems or not, because we all kinda know by now they don't exactly like this place.
Or you could record some interesting things xd, if you can :)
 
Oct 8, 2019
390
843
209
Or you could record some interesting things xd, if you can :)
I mean I'm absolutely going to post the link here when they give it out, but if a shitload more people tune in than they expect and they acknowledge it... nobody better say shit.

Oh but also, and I'm not saying I'd think anyone in particular would do it, but if someone ends up joining it just to clown in it, troll, or belittle and berate them for the game not being up to their exact standards - and if that were to ruin it to the point where they stop doing things involving the fans, or it comes back on me as if I'd condone it or something...

Well, I really hope that doesn't happen and people have self-control because I've kinda grown to like posting here a bit.
 
Last edited:
3.80 star(s) 46 Votes