been a long time since ive updated i hope everyone is well im going to try to do a sculpt a day, check out yesterday and this mornings explorations into alien forms using zbrush, Happy Thursday everyone :D
Happy Tuesday Champions, Today's update is level design....currently working on an environment located in a distant universe.
The player finds themselves in a botched invasion of a hostile world, they must gain access to the facility before high tide arrives.
and of coarse there will be a distant storm rolling in with high tide.
below are some initial ideas into level layout and look and feel, the map will have inherent verticality and it should be pretty fun and challenging to incorporate different gameplay styles into the game design, so if players would like to approach it via stealth they can or if they want to go in guns a blazing they can as well. There will be multiple points of entry into the facility
Happy Tuesday Polycount!
I hope everyone is having a great day so far, finally found some time to work on the level. Still in the block-out phase, trying layout player paths that allow or are geared for different play styles.
I really love the idea of blending stealth and non-stealth combat, I want to give the player the ability to approach the scenario in anyway they wish. The ultimate objective is making it to the main facility after crash landing and regrouping with the main invasion force. The player will be able to make their own path to the objectives and discover side objectives that would be cool if they impacted the main overall story. Things like:
Alternate playstyles to support:
I also got a first version of a hover tank working im not sure if itll make it into this level but its really fun to play around with hahah
I'm also at the point where I'm wondering if I need to take the time and get a baseline AI in before I push forward in developing the level. I would love to hear your thoughts on that
Sounds really neat. But wow that looks like a massive undertaking.
It might be prudent to make a smaller "vertical slice" of the level, to hone your skills across the board, establish the style, figure out AI, player navigation, skydomes, etc.
It's a lot of work, easy to get overwhelmed or demotivated.
Once all that's working, then you can just expand on it, make the full thing!
@Eric Chadwick I totally agree also thanks for the reply :D
I think im going to focus on this tidal pool area and part of the base attached as seen below
I think the issue that I'm having that fleshing out the verticle slice will help solve is how to design with these different playstyles in mind.....the player controller is in a decent spot in the current build.
I have some baseline AI to drop in from an older testbed project, I had been working on an auto squad function and patrol and formation but its not very smart....id love to have some form of smart Ai but if i can get them taking cover and engaging the player with the ability for the player to disengage from combat.........id call that a win for version 1
Is it a bit unreasonable to have stealth elements in a level that is essentially a space version of a beachhead landing?
And this is a massive project it has been years in the making haha, part of the crazy dream to make a game. I've been in the docs/story writing phase for yearsssssss lol.
So it sounds like for next steps I should be dropping in the AI, getting it to a playable state and seeing how the combat actually plays out?
If your goal is to be paid as an artist, then I would focus only on making the best art. Everything else should be saved for later.
I hope everyone's been enjoying the week :)
I started doing some explorations into some rock and alien coral sculps, still a lot more exploring lol :D
the lighting needs work and feels a bit too "unnatural" even for an alien world, I need to find a better color for that harsh purple and maybe change/move the yellow light.
but overall the scene needs a bit more lighting....it feels too dark
I really love the light green accent light on the rocks I think ill lean into that a bit more and see what happens
I've been able to put in some work on the environment.
Exploring some rock sculpting, trying to tackle the environment in layers. so for this first pass, I'm focusing on the rock formations. The process has been pretty simple, I have been exporting the block-out forms directly from UE5 kicking them to Zbrush then export as an fbx and import back into ue5 as a nanite mesh.
I did encounter an error with one of my meshes, one of the coral meshes came into unreal as a black mesh with the text "Your scene contains a skydome mesh with a sky material but it does not cover that part of the screen"
The fix, for now, has been to change the minimum residency of the mesh( in the nanite settings for the mesh) and it now shades correctly in the viewport...but I'm still unable to actually select it, I can select it in the scene outliner and edit it that way, just a bit weird.