September Development Update 5!

Greetings Pioneers!

Several serious development scrum meetings later.. More progress fleshing out artwork for the bases and the overall layout of the terrain across the environment. Previously we had discussed the potential system the vehicles would use and the designs behind those, we’re now at a stage where we’re putting concept art together for the final vehicle types we have defined.

Here is what everyone has been upto:

John – Lead Designer

Whilst the team are well into polishing off a lot of the existing playable structures I’ve been organising game mechanic reviews and milestones for missing content. This just means everyone will get a more focused experience at the end of development as we focus on the core of what makes Eden Star different and enjoyable! Big thank you to everyone who is sticking with us through this quality shift.

Matt – Art Director

There’s a distinct lack of pretty pictures for this weeks blog.. never fear however! Lots of things going on behind the scenes, so there will be plenty to come. We’ve started piecing together vehicle concepts and massive landscape improvements that we’ll cast upon your eyes when they are better developed.

My main focus for the week has been guiding the continuity for the the new vehicle artwork, terrain and the lighting re-adjustments for the new artwork passes. everything is being designed to surpass the quality we’ve already set to date.

Lee – Technical Director

This week I have been continuing my work on testing and tweaking the spawning code so it can handle all the eventualities we want it for. I’ve also begun work on merging the UE4.17 version of the engine into our code base.

Tristan – Lead Developer

This week I have been working through production tasks with John and Andy in order to work out what features we want to start getting in for our next set of releases. Exciting stuff.

Yves – Senior Developer

I’ve been working on the objective system, there’s a lot to get done, we’re only 85% the way through.

Alex – Designer

Carrying on from last week, unwrapping and texturing the maintenance modular set, now i’ve almost completed the set It’s easier to see what models need tweaking and having more detail added to them. Especially running around them with the characters in the scene.

We’re doing this to make sure we are using all our poly’s to maximum effect. Once this task is finished i’ll start on doing a roughness and metalness pass so that everything looks a little less uniform.

Lauren – Lead Animator

This week we have been continuing with the 3rd person Axe melee and discussing designs and animations for the finishing moves that will be able to be performed when the AI you are attacking is at low health.

Andy – Lead QA

I’ve been working in editor on the terrain changes in order to form the quarried lake behind the dam which has been fun, but slightly problematic.

Midweek we had a really productive design meeting which covered all aspects of Eden Star and formulated the MVP for our next release.

See you in the fray!

-Team Flix

September Development Update 4!

Greetings Pioneers!

Our focus has turned towards polish of the existing encounter buildings and planning for the rest of the level as of.. Now. Actually it began on Monday to be perfectly precise whilst a lot of the team were also absent, on holiday or generally dying of flu! There are some quite drastic changes going on to creature stats and types during this process. Something we’ll no doubt share with the community before we launch this onto Steam!

Here’s what we’ve been upto:

John – Lead Designer

I’ve been working on designs for potential new AI within the initial areas of the game (or at least will be fleshing this out over the weekend!). We are hoping to have various “levels” of AI to help aid progression and soft gating. I also had the chance to go to the industry day at EGX and catch up with a load of people and check out some of the awesome games. Looking forward to seeing Eden Star back down at some of the shows next year!

Matt – Art Director

Designs for the updated world are really getting the juices flowing. We’ve been working towards a solid critical path for the new locations in the rest of the map as we continue to develop the foundations for how they play in the beginning area/zone. Needless to say there is a lot of trial and error as we reach for the best results.

Variations of these locations will come in many flavours, from slight theme changes to the bases above or below ground, maybe even in the form of caverns. The later part of the week has been dedicated to planning out visuals for several creature/enemy types that will fill the gaps we have when it comes to the overall tropes in the game.

Lee – Technical Director

I’ve been helping with planning what are the needs of the AI for the first encounter section of the game when the player begins. Working out which bits we need scripted and which parts the AI can handle on its own.

Joe – Lead Artist

Been working through idea boards for our vehicle types/classes. This is super secret stuff so I really should be saying… nothing at all, nothing at all. Stupid sexy Flanders..

Tristan – Lead Developer

The adventure continues, took the wife mountaineering for the honeymoon <3 top that people. Will be back next week to bring order to the chaos.

Ricky – Senior Developer

Converting consumable weapon grenade prototypes to c++, this has been going back and forth for a while but is getting there now. I’ve also been trying to find time to debug the inventory system update.

Alex – Designer

I’ve been carrying on with texturing the “Maintenance” modular set, It’s been a whole load on modeling high poly trim sheets and tile sets, baking normals, unwrapping, crying at crashes, optimizing models, tweaking shapes and silhouettes. But it is all coming together as a pretty cool cohesive and thematic set that will hopefully impress all of you ES fans :).

Lauren – Lead Animator

Continued refining attack anims for the 3rd person whilst fighting a demonic cough!

Andy – Lead QA

Spreadsheets, spreadsheets and more spreadsheets. I managed to get into the editor for a hot minute this week to help Matt with the terrain rework and doing lots of paper designs for the players critical path through the level.

See you in the fray!

-Team Flix

 

September Development Update 3!

Greetings Pioneers!

More delicious progress has been made in the way of art this week, with landscape details coming into being and new tilesets for the various abandoned structures around the world being textured up. Our pipelines are also being refined to speed up the environment development process as we progress.

We’ve also been continuing development of the 3rd person movement now that you can see yourself run around from the perspective of a disembodied spectator (or camera if you prefer).

John – Lead Designer

They call me the juggler, the puzzle solver, the dynamic dancer, the Instant inspector. I move and weave in and out of all development areas like a warming breeze. Collating information and relaying back to the holy spreadsheet, the magnificent matrix, the holy document. Firing up the workflow wizard. This is the magic that turns the wheels of the machine and stops them from falling off. I am the glue man.

Alex – Designer

I’ve moved on from the relay hero piece and am now on task texturing the modular assets for our “Maintenance kit”. You’ll see these used in a few places but predominantly in Dam area.

As we are using modular kits, I’ve started by making some high detail trims and tiling sheets, to which i’ll be unwrapping the kit too, This  workflow speeds up the texturing/unwrap processes and gives us more variation to a high quality standard with much less work in the end, so that we can get these assets out to release much faster for you guys 🙂

Lee – Technical Director

This week I have been re-checking everything that has changed with the AI to make sure its all working the way I expect in world. I’ve also been looking into managing the creation and destruction of AI to try and eliminate some of the garbage collection overhead.

Tristan – Lead Developer

I have gone to another end of the earth (Nepal this time) for the wondrous post wedding formality that is know as the ‘honeymoon’. I always thought the moon was made of cheese and not honey.. So the term still perplexes me. See you all in the never ending world of 1’s and 0’s when I get back from tasting the moon of honey.

Joe – Lead Artist

Spent the week basking in the all the glorious art being produced by the other guys! I’ve been hashing out pipelines with Alex with regards to the modular sets so that we can hopefully end up with a huge visual variety of playable areas without it taking too long to get it out to you guys 🙂 First up is the “Maintenance” set which will form the basis of a large portion of our interior areas.

Tom W – Designer

Things have really progressed this week, with the pre-terraformed landscape material just about complete. Emphasis needs to be placed on the “pre-terraformed” part, we’ll definitely still be getting the lush jungle areas you’re all used to!

It’ll need to be refined in future with regards to things like different sub-biomes, but overall it’s looking really good both close-up and far away. The system has been designed to be completely procedural, allowing the level designers to focus on the important gameplay related tasks, rather than laboriously hand-placing individual rocks and clumps of grass across the the entire world.

Matt – Art Director

Now we have the new characters on the ground in third person running about, it was quite obvious that the ground level visuals still need more work to ensure it fits with the higher level of detail. Tom in particular has been working towards surface details that are automatically generated, yet will also provide enough variety to ensure not one spot on the ground looks the same.

I’ve been tasked with some tough decisions over the level and ultimately a lot will be changing (for the better) to cater for some of these new procedural elements. This is something I want ready for our next big update, full steam ahead folks! Toot toot.

Lauren – Lead Animator

This week I have been a bit under the weather but have been working on third person animations for all those lovely Axe swings. I have also been continuing to refine animations and blending, while fixing up various blueprint bits to get the third person axe showing up in the third person hands, now if it would only cause damage 😉

Andy – Lead QA

I’ve spend most of my week looking at collision issues we have been having with the lovely new terrain rocks Matt and Tom have main. I also had a lot of fun looking into networking this week with Matt and by a lot of fun I mean it was soul destroying. haha

See you in the fray!

-Team Flix

 

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Eden Star is a product of the GamesLab West Midlands programme, developed by Creative England and supported by the Regional Growth Fund.

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