Here’s a little teaser video and a screenshot of the new surface level graphics. We’re still working on the game and I’ll post some more updates as I finish more of the art.
I’ve been doing some work on lighting to give the game a darker more foreboding mood. I’d like the caves to feel quite treacherous. Here is a picture to show how things are coming.
I’ve also been redesigning the textures with much higher fidelity since we are planning on having the game be a full screen standalone rather than web based. I’m planning on working on more ambient objects to make the caves feel a bit less repetitive such as crystals in the rocks and luminous plant life. If you have any suggestions to liven up the caves we’d love to hear them in the forums!
Here’s a peek at one of the new equipment models I’ve been working on. Since the Kongregate competition I’ve been hard at work redesigning the way the Drillboid character is constructed so that it’s separated into different meshes ready for having equip-able parts! I also took the opportunity to improve the textures and the shaders used on the character to the level of graphics I’d like to reach for the whole game.
What you are seeing here is the normal Drillboid character with the standard body unit swapped out for a more heavily armoured version. The equip-able parts of the Drillboid will be the Head, Body, Feet, Hand and Drill. In the final game every different part you can equip will be represented with a unique model or texture.
Seems there was some kind of problem and the build wasn’t updated. I’ve reuploaded it now so give it another try for the features listed in the last post!
I’ve been working on the shader for the Gelfis and here’s how he looks in game…
This guy will be in the next update!
Just a little update to let you all know how development is going.
We’ve also added some nice wavy long grass to the surface areas and I’m working on a ship model that will transport the player to the levels and serve as your base of operations.
Uploaded a nice new design for the blog.