Some spoiler free architectural detail shots of a place I’ve been working on:
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Just wanted to do a quick post saying that we are all working hard on the game, figuring out some of the last unknowns and polishing things up. We are definitely in finish-the-game mode, that’s why the posts have gotten more rare. Here is a shot of the finalized hub area I first posted about […]
This was a very productive day but visually less noticeable. A lot of “invisible’ stuff got done like collision and occluders to make the area decently playable: The center building is now complete and we got the layout for the ruined walls so the major task for tomorrow is to get them all detailed (very time […]
Here is the progress for today. Detail has been added to the rest of the walls and towers as well as windows and other smaller features. We’ve had some discussions about the style of the battlements so those might change tomorrow or after. Here are the new modular pieces that were done for detailing: We […]
Sometimes people ask me for advice on how to program, and I have to say that Casey’s advice here is right on: http://mollyrocket.com/casey/stream_0019.html Meanwhile, we’ve had a lot of Witness Wednesday posts in a row on this blog. I’ll have to stop slacking and write something about the game.
The marsh had been left unresolved for a long time, so we decided to tear it apart and finish it as a team. Eric updated the main structures, Alex adjusted the catwalks, Luis took care of all the lowest structures, and I handled the vegetation and general colors. Color was a big challenge in getting […]
Around Christmas time, Jon surprised us with a bunch of new slab buildings full of puzzles in the center of the island. Previously, there were only some empty ruins here, so the whole area was redesigned by the architects to accommodate the new puzzles. I attacked it first, about 3 weeks ago, adding […]