Dev Blog

Dev Blog 18: Creating Environment Assets

By October 1, 2018No Comments

Most of our recent efforts have been focused on developing gameplay mechanics and preparing for the closed alpha test. This has meant that the visuals and art assets haven’t been progressing at the same rate as the code. With the alpha launching soon, Kyle and I have been re-assessing many of our art concepts. We are also working on creating new assets to be used in building the environments. In a previous blog, I showed some of the post processing effects we have been working with. By combining cel-shading and outline effects, we achieved a style that will better fit the game world.

We’re working on improving the visual tracer-bullets created by firing guns. All weapons currently in the game are hit-scan, but will still display a moving projectile when fired. This “fake” projectile needs to move quickly while still visible to players. This week, we improved the speed calculations for fake projectiles. We also improved their collision physics. While working on this, we modified the particle effects created by bullets impacting with surfaces. A lot of work still needs to be done on these, but the new effects are less intense and have greater visual unity with the other gun effects.

Below you can check out some of the new environment assets we’ve been working on to use throughout the level design process.

Canister Asset for level design, Work-In-Progress

 

Floating Cube Decorative Statue

Heavy cable spline

Small shop or building, Work-in-progress

Thanks for taking the time to learn more about our game. See you in the next development blog!

Silas Talley, Creative Director