Saturday, June 21, 2014

Outdoor environment assets

The work on outdoor environment assets has begun! They are heavily wip in these images, and there are many things I'm not quite sure of yet. The design and technical execution is something that might change a lot during the following months, but so far I'm quite happy with the results.

The biggest challenges for me are rocky surfaces, cliffs and terrain in general, as I'm not yet sure how to deal with them. The game is to be released on iOS so I'm trying to avoid lots of triangles and vertices, and also lots of alpha blending/testing. Design-wise nothing is set in stone yet, but we have a pretty good idea of what we're aiming for.

Stuff in the editor (the cliffs/rocks are very much WIP)

Rocks and plants, and a bug in lightmapping :)

First batch of plants - the trunks of the palm trees need more work

The plan on the visual aesthetics for the project is split into two different main themes:
  1. The cold and hostile hi-tech indoor environments with electricity, robots, lasers, yet still soothing to the eye.
  2. Warm, fuzzy & comforting, but also exciting outdoor environments with danger.

We're trying to build interesting levels that have the perfect mixture of all the different elements. Since the game is to have three different main themes (episodes/chapters), there's going to be lots of environment art and lots of variety on game play.

Assets yet to be optimized

Here's a humongous 13 megabyte .gif just for fun (if it doesn't show up, it probably hasn't loaded fully yet):

Horrible misusage of a .gif file :)

Anyways, we're very busy with the game mechanics and still working very hard to get the first video out in July to show what the game is really all about.

Thanks for reading & following!