DEVBLOG 25

Another week has passed and more progress has been made on Dreadmire. More and more aspects of the game are coming together, it is looking more like a game every day.

So as always progress has been made on all the different parts of the game. A new thing that we made this week was a teaser, that we are going to show you when it is done. 

Gameplay Prototyping

JESPER BRUN HALFTER:
GAME DESIGNER

This week I’ve been knee deep in gameplay prototyping with Mark. He does the coding while I design levels, test and iterate on rules and keep track of what we need to do next.

The things that we are prototyping at the moment are primarily related to combat, the rules for completing a level and how corruption works in relation to game actors.

One of the reasons I really like rapid prototyping is that you get all kinds of results at a high pace. It doesn’t matter whether the code is perfect or whether things look nice or not. The goal this week was to iterate rapidly on the gameplay. It is interesting to play around with the rules and observe how it impacts the experience.

One of the first things I do when I perform rapid prototyping is to strip away all visuals that impair high levels of clarity. If I need a new gameplay element object in the scene we simply use a cube with a full-bright colored material and no textures. This makes it much easier to
spot the important new game objects. Once we’ve settled on something that works well, we will slowly start adding better visuals.

The Loop of Dreadmire

JESPER BRUN HALFTER:
GAME DESIGNER

I created a small visualization of the loop of Dreadmire. It shows the hierarchy of main loops of the game. While it doesn’t paint a perfect or deep picture of the game, it does outline different important parts of the game that must be working together to form the full experience.

Corruption Cards

JESPER BRUN HALFTER:
GAME DESIGNER

Here’s a look at some of the hero corruption cards. Everytime you win a battle, one of your heroes acquires a new corruption. You have to pick the one you prefer. Once you’ve traversed many battle chambers, your heroes will have acquired several corruptions, so in a sense you are a “building” your heroes as you play.

The Three Realms

JESPER BRUN HALFTER:
GAME DESIGNER

Here’s a quick illustration of how we imagine that the layouts of the realms will increase in complexity as you progress.

The levels

ANDERS BRUHN PEDERSEN:
3D GRAPHICAL DESIGNER

After taking a little time to figure out how we manage a vertical environment, we’ve finally reached a point where we’re starting to generate presentable levels. Obviously there’s still a long way to go, but the basic look and building logic is falling into place.

 

The colored corruption

KRISTIAN GRIMM:
3D MODELLING

This week I continued with the corruption models for the environment. In zbrush I started out with some Z-spheres, just to get some basic geometry to sculpt on. When the shape felt right i added a noise map to get some more details. Then i made a low poly version of the mesh and baked a normal map in substance painter. I also made a smart material in substance painter that we could use again for another corruption model.

The angel statues

EMIL LEISNER:
CG GENERALIST INTERN

This week I have primarily been working on different variants of angelic statues etc.

small 3d items

Alexandra Sandbæk:
CG INTERN

I think i forgot to send these when i made them a while ago, small and less “cool” 3D deserves a spotlight, too.

Candles:

Windows:

The colored weapons

MARK SKOVRUP:
3D MODELLING

This week, I painted some more textures. The first one are for the Inquisitor’s Crossbows. The second one is the textures for the candlesticks, and a bench.

The Crossbows:

The candlesticks, and a bench:

Battles And Giant Beasts

FREDERIK KEGLBERG AND MIKKEL DUNKERLEY:
SOUND DESIGN

In this week I’ve tried to compose some more boss-battle music, and I think I’ve finally found a mood I really like. It’s orchestral, it’s synth-y and it’s dark and epic. I’ve also made more impact audio for weapons, to make them sound even beefier.

Mikkel’s been working on more ambient music, and he has composed a 15(!) minutes long track, and it’s really freaking good! Now he’s trying to get it to sound even cooler, with the help from SRAMG (our Semi-Random-Ambient-Music-Generator we made in FMOD).

Besides that I’ve been working on audio for a video, which is in the making. I’ve been busy with a voice actor, making him sound like a giant evil beast, and that’s always a lot of fun to do!

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