Showing posts with label city. Show all posts
Showing posts with label city. Show all posts

Oct 1, 2015

Art Report #1 - Scavenger Union

Hey guys!

I've just finished the Scavenger Union design, narrowly evading the Lazy Snail that Konstantin sent for me, so let me share what i've done so far (click on the images to see the bigger version with details).

First of all, welcome to the City:
For the next version we are focusing on only one small district, fully filled with content. But in later versions you'll be able to fully explore the City, the world beyond it and maybe even other surviving Cities.

Here the humans hid during the Catastrophe and survived, sealing themselves from the rest of the world. A lot of time have passed, the resources in the City became extremely sparse and it was decided to finally open the gates and explore the world beyond.

For that purpose, the Scavenger Union was created:
We decided to go with the first option in the bottom row.
Since there was an overpopulation in the City and food supplies were becoming smaller and smaller, the government created a new institution - Scavenger Union, tasked with exploring the world outside, bringing back useful resources, exploring good places for the mushroom farms and slowly filling map of the world.
Once a person decides to join the Union, he is given some small starting items and is sent on a specific mission to the outer world. Because this job is extremely risky (most of the members die horribly on their first mission), but there is a small chance of getting insane rewards and money by finding an Old World Artifact like a functioning machine or even an abandoned Factory, it become very popular among the poorest people of the City, who would otherwise just die of starvation.
The Union uses rank system for their members - the competition between the lower ranks is severe, even to the point where some malicious members can kill their competitors in the Outer World, just so they'll have a higher chance to find the Artifacts and bring them back.
The higher ranks on the contrary, consists of reputable gentlemen who managed to survive a lot of trips Outside and became a veterans. It's very hard to get into their ranks, but once you are in, you'll be given a lot more lucrative jobs and have an access to the Union's Quartermaster who sells unique items for reputation points.

The player begins as a newly joined member of the Union, ready to prove himself to the world and find riches beyond imagination!

Here are some props that i designed for the interior of the Union:




And here is the final design of the 1st floor, where the lowest members of the Union hang out, receive missions from the Manager and discuss their recent adventures while sipping cheap beer (other floors will be available in later versions):
Welcome to the Union! Take a mission, drink some beer for the bravery - and good luck!


Next in the plan is the concepts of the City Street and the Slums (which will be our first dungeon). Hopefully the world that we designed will be interesting to explore and atmospheric enough to be immersed in it :3

Thanks for reading and see you in the next Art Report!


Vadim

Jun 19, 2015

City development is finished, for now. Encounters are to be started.

Nudists? In my Fallen?
I have to admit, I have underestimated the epicness of City Development story.
Some of them are epic on their own, like prisons or gates.
The week I have devoted to this story has come to end and all tasks that were left at the list are going to Idea storage.
We will refine them into full-scale stories and their day will come.
Nevertheless, I like the results. Cities are no longer a bunch of buildings near roads.

The screenshot you see above is about 'nudist bug'. I have added couple of new items, but, occasionally left 'body armour' flag for them. So people were wearing sewing kits instead of jackets and dresses.
I have fixed it, so sorry, no more swinger parties.
 So, this week done list:
  • Map development tools upgrade for items and clusters.
  • Markets, kiosks, guard posts.
  • warehouses (only ugly ones).
  • vagrants and their camps.
  • garbage and junk. (we need more!!!!)
  • creatures on streets.
  • parks.
  • shops.
  • BIG button "exit to global map".
  • Refactored crafting. Ready for upgrade.
  • Reworked crafting GUI.
  • Couple of new schematics.
  • Weekly refactoring. Removed old and obscure code of old global map and road map. 
  • few really of minor fixes.

Next week will be the week of random encounters and situations. I have wrote about this concept in previous posts.
If I'll fulfill it before the 'deadline' for this task, I'll start cluster states like fire or wild mana.
We need it for crafting (so you can roast meat, burn woos or make other crafts that need heat) and other features like mana contamination and explosions.

As usually, I'll update build tomorrow, on Saturday.

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Semi-done ascii mode.

my drawing mad skills ^_^

Jun 17, 2015

markets and guards

Phew! It took a bit longer to implement markets. It was not because markets are so complicated.
Truth, they are not, just a bunch of people selling stuff from mats. Nah.
I have added couple of very nice tools for city generation. I think they will pay off this weekend, when I plan to finish User Story for cities and I'll speed up future development.
Also, I'll move few items from checklist to separate stories. For sure: radio, prisons, factories, "rogue" buildings and maybe city gates. These buildings need special care and their own story!
Also, I plan to rework crafting GUI, just a bit! It wouldn't be such tremendous facepalm like it now.

EDIT: oh. I just got. I have wrote nothing about guards! They use the same tools I used for kiosks. So, technically guard posts are kiosks that are selling distributing justice for free.
It is not the end, of course. Guards will have big posts near city gates and city watch headquarter.