Work in progress on graphics for a bar location. … [Read more...] about Graphics for a New Location
Void Nomads UI design: In-game Overlay
I designed some UI element for the in-game overlay. In top-left corner: HP and Shield bars, dodge indicators. Top-right corner: experience bar and level indicator, quest panel. Bottom: Boss HP bar (no boss on screen, I just used a random screenshot for the background). … [Read more...] about Void Nomads UI design: In-game Overlay
Asset Pipeline for Voxel Characters
My first attempt at creating voxel character asset pipeline for Void Nomads didn’t turn out well. I made the models in Qubicle, and wanted to be able to paint them in the character editor. I also wanted the pipeline to be as automated as possible. I exported the models in FBX format, and I created an import script that generated texture layers. For each paintable element of the … [Read more...] about Asset Pipeline for Voxel Characters
Tutorial Level and Dialogue System
One of the first enemy types you will encounter is a maintenance bot, repurposed to work as a sentry unit. Maintenance bots were built to withstand harsh conditions they may encounter when fixing severe breakdowns. They are not security models by design. They can only deal melee damage. I'm designing the tutorial level now. The player will search a derelict ship in the … [Read more...] about Tutorial Level and Dialogue System
Randomized Prefabs
Large levels design using modular wall and floor prefabs tend to look repetitive. To break this repetition I'm designing multiple variants of each prefab. I'm currently working on a set of tiles for derelict spaceships and stations. It includes some stained walls and floors, some of them with partially removed or bent panels. Placing the different prefab variants manually … [Read more...] about Randomized Prefabs