Developer Diary

Environment Asset 8

grate start

The assets created for this entry are a wall grate and a set of stairs.

The wall grate is intended to be found next to the waterwheel, and is what the water flows through from another part of the level to make the waterwheel turn.

These stairs are only found in one part of the level, and are used instead of the engines default stair BSP because of the empty space underneath them, which the player will be able to find an object hidden for one of the puzzles.

This asset was created using 3ds Max and Quixel.

Environment Asset 6

The waterwheel asset is involved in several puzzles found within the level, most notably being used as a lift for the player to reach a higher platform, and to turn activating a set of gears.

The original design for the asset did not feature the platform attached to the front as the idea was that the player would jump into one of the compartments to ride it to the top, however that was deemed unsuitable because it would mean having to make the asset much larger so the player could fit inside, as well as adding in a platform to the level from which the player could jump in, at which point they would likely not need the wheel to be turning to reach the higher platform. Because of these reasons the design was altered to include the small platform which the player stands on instead.

This asset was created using 3ds Max and Quixel.

waterwheel_render_final2

Environment Asset 1

The first assets I created were a set of bookshelves. Multiple versions were made so they could be placed in various places of the level without having to scale a single asset up or down, as (particularly with the corner bookshelves) it would affect the proportions of the model and the texture.

The models were made in 3ds Max and were then exported into Quixel so that I could create a set of textures for the asset.

For the next entry I will produce another asset.

Environment Concept

The scenario being created represents a section towards the end of the game, where the player finds themselves inside The Necromancer’s lair. More details can be found in the GDD attached to the first entry of the developer diary.

Several pieces of concept art have also been created via the use of 3ds Max and Photoshop to represent the aesthetic and style I am trying to go for when creating the environment, though none of the pieces are based off of this scenario.

The inspiration for the scenario comes from dungeon-crawlers such as The Legend of Grimrock and Eye of the Beholder, not so much in the gameplay itself due to the tile-based nature of those games, but how they incorporate less than obvious puzzles which require the player to have to think about to comprehend and progress.

Before creating any of the assets for the environment itself, I created a simple outline of the playable area within 3ds Max and then added a simple human figure. I did this to allow me to create objects at the correct scale, both in the context of the environment itself and of the player’s perspective.

For the next entry I will have started modelling the assets within the scenario.