Tag: the shipyard

  • Dev-log 3.3

    Buildings and upgrades. Khaleer and Elisa are spearheading the efforts on buildings.In the game, buildings usually can be upgraded from LvL1 to LvL3 From the point of view of the art process however, we need to start with thumbnails for all possible explorations of what the building could be. We can’t land on the first…

  • Dev Log 3.2 Haast sprites

    Dialogue portraits : Haast In this series of sketches by @majikarpette , we see captain Haast and his various emotes to react to player choices/dialogue. Haast dislikes any new technology because of a “innovative” container fixation system that ended in a deadly accident. So you could be in the tech tree spending your research point, and…

  • Dev Log 3.1  Character portraits

    Dev Log 3.1 Character portraits

    while building ships, you will make mistakes and receive advice. Not all the advice is worth listening though, and it’s up to you to learn about each character’s motivation to know what topic each of the yardies is an expert in.

  • Dev Log 3.0  Loading Screen

    Dev Log 3.0 Loading Screen

    The loading screen. Bringing everyone’s work together as I get started on the loading screen. We are thinking of having the loading screen take different weathers, so I tried adding volumetric fog, and was pleased with the look of the screen space Z/normal buffer line art effect highlighting the silhouette of distant objects for us.…

  • Dev Log 2.9  Visual Target

    Dev Log 2.9 Visual Target

    Usually we work on something called a Beautiful corner. You can easily get stuck at this stage. This is costly. Life is too short to wait before making a decision.  Here: we are leaning heavily on fog cards, screen-space reflections , and grease pencil 3d vector strokes. However we end up rendering and optimizing it…

  • Dev log 2.8  Line art style

    Dev log 2.8 Line art style

    From lines to polygons, and back to lines. This game’s art style is heavily inspired both by lowpoly games, and by BD/manga style, with watercolor textures and black linework to add details. Since our last dev-log, Khaleer advanced on the modeling of the building, (based on concept art by Amir ). The first step is…

  • Dev Log 2.6  Art Updates

    Dev Log 2.6 Art Updates

    Art updates We’ve been busy on the art side of things too. @khaleer_art joined us to help with modelling and texturing. We’ve got a first mock-up image showing what the ship could look like in-game. Meanwhile, @majikarpette proposed a tweak to the color lineup, and also finished a BW concept art of the traveling shopkeeper.…

  • Dev log 2.5  Shipbuilding UI

    Dev log 2.5 Shipbuilding UI

    Ship-building UI and resource flows. 
Building a ship requires parts and components, which you make with metal plates, composites, and recycled ingots. Various buildings produce these materials and refine them into ship parts. Some of these buildings consume electricity (🪫), which at first is easy to procure, but as the game progresses and storms keep…

  • Dev Log 2.4 Separation of programming and art

    Dev Log 2.4 Separation of programming and art

    Early pre-production sketches by Eno, (2019). Generally it’s considered best practice during prototyping for the art to be done in a separate pipeline, to work on top of “cubes that play well”. Meanwhile, the art iterations are about exploring the total possibility space of what this game could be, what it could look like. Godot…

  • Dev Log 2.3 Choosing art tools

    Dev Log 2.3 Choosing art tools

    Why do some of our artists sculpt on a 5 watts ipad or android tablet, instead of a 100 watt desktop with a neat GPU in Zbrush? It’s like asking “why do we swim?”. It’s joyful, to be lightweight, to exercice, to prove what is possible. The app we use for sculpting is called NomadSculpt.…