This week I’ve been finishing the props I started on last week. Now we have a lot of “post-apocalypse”-like junk to decorate the levels with. The environments are looking so much better now that they have some history to them! I would have loved to be able to spend more time on them, but time is not something we have a whole lot of right now, so the textures are very basic, although they still fit nicely within our visual style.
The car models went through an iteration after some feedback from one of our level designers They’re now much more banged up and squashed, resulting in a much nicer silhouette.
Now the player (hopefully) will have a clue of what kind of world this is!
Another cool thing is that I finished our two skyboxes! Now, this REALLY improved the overall look of the game in my opinion. It looks a lot more polished now. The big city in the distance will act as a waypoint for the player, letting them know they’re going in the right direction. You can clearly see the transport ship parked next to the main tower – the same transport ship the player falls out of at the start of the game. We’re going to add a small cutscene of that event at the beginning of the game, and when the player starts, they will instantly see the waypoint. We hope this will establish very clearly what the waypoint is and why the character has to go there.
A big inspiration for this is (as you might have guessed) the game Journey, where the mountain you’re traveling towards is visible in the sky at all times:
Another feature of the skybox is that it has a sort of gradient of brightness, being most intense in the direction the player is supposed to go, and being the darkest in the opposite direction. With this we’re trying to discourage accidental backtracking by making the sky look as dull as possible when going the wrong direction.
In conclusion, we’re really getting close to the deadline now! Gotland Game Conference is in just a little over a week, and we still have some things to do. Next week will be spent on texturing some gameplay-specific props in one of the maps (which will be a pretty daunting task), texturing the transport ship model, as well as creating a cloud texture for the skybox.