March Development Update!

Greetings Pioneers!

All systems online, we’re bringing you a development blog today that includes some of our latest and highest priority changes that we’ll be introducing to the experimental build over the coming months. We have a couple of new and talented artists on the team as well.. so without delay, enjoy the eye candy!

Joe – Lead Artist

I’ve been looking over Davide’s awesome turret concepts and starting the process of translating them over to 3D. Rather than having a set turret with just 3 static levels, we would like to have a modular system of upgrades, where players spend a limited number of points to progress down an upgrade tree.

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The current, rough outline is:

  • 3 levels of “Base”. Increased range/field of view?
  • 3 levels of “Struts”. Increased turn/activation speed?
  • 3 levels of “Targeting System”. Increased accuracy/lock on speed?
  • 3 levels of “Receiver”. Increased rate of fire?
  • 3 levels of “Barrel”. Increase damage?
  • Upgrade to add additional Barrel – doubles rate of fire?
  • Updated to add Armour Level 1 and Level 2. Increased health?

All of this is in addition to the portable mini turret.

All of this gives you a ton of variation in visuals and playstyle, but you’ll have to think carefully about which upgrade path to take. As always, this is just the current plan and subject to change!

Davide – Concept Artist

In the process of unifying the look and feel of the technology of Eden Star, this week I’ve been looking at the aesthetics of the transport, redesigning its surfaces to fit more with the look we have in mind.


We want the technology to look and feel grounded, functional, but at the same time to have a very distinct visual signature, alternating clean, bright armoured panels with darker, more mechanical layers. In this design process the visual motifs will then transfer to other mechanical hand-made objects, when the overall design satisfies us.

Glenn – 3D Artist

I have been working on the Transport Vehicle, created a new wheel and got it in engine. Its looking good and I’m really enjoying Davide’s new design for the back of the vehicle which fits much better with this new wheel design.

Here’s a shot of the construction of the wheel, the model with wireframe, baked low poly model and finished textured asset.

We got it working in engine with some nice decals. It fits in well with the hoverbike design!

I have also been working on the metal node which was lovingly sculpted by Basia Ulczok, one of our artist/animators. We have had a placeholder in game for a while and now we have a good high quality asset in there. Here’s a shot of the construction of the asset, low poly wireframe, baked mesh and finished textured asset.

I got the metal node implemented in game with Joe’s help and you should all be able to mine it in the experimental branch soon!

Andy H – Level Designer

Been creating fully destructible outposts and placing them in the world and working on an exciting new turret upgrade tree with Tom W

Ricky – Lead Developer

Long overdue updates to the reticle system. I’ve been working on putting back in the fancy reticle animations when targets are in range, colouring them red when targeting enemies and all that jazz. The updated system provides us more freedom this time around so expect to see more diverse and unique reticle displays for different weapons.

That’s it for now.. check back for updates soon.

See you in the fray!

-Team Flix

 

Experimental Branch Update v0.3.91

Greetings Pioneers!

We’ve just pushed out an update for the building HUD UI. Based off our fully revised visual designs which you can view here.

This is what we currently have in this build (not quite there yet) Give it a go and try building a base! it should be a fair amount easier to run through your selection wheel, some of the contrast needs improvement but we feel it’s a solid step in the right direction to making things a little more pleasant and less intrusive.

Additions

– New streamlined visuals for the Build Menu UI.

Changes

– Tweaked HUD effects for taking damage.
– Tweaked low oxygen effect, it now only starts affecting vision when critically low.

Bug fixes

– Many inventory items had the wrong category applied which caused visual issues bugs with filtering. These have been resolved.
– Fixed broken Ammo counter visuals on HUD.
– Fixed Stalkers not dropping items when killed.
– Minor terrain fixes.

P.S. You might of already noticed above, but we’re also revamping our company branding to something more fresh going into March!

This includes our new studio getting a face lift too, which we’re all excited to share.

Updates to socials and our website to come soon!

See you in the fray

– Team Flix

 

Experimental Branch Update! v 0.3.9

Greetings Pioneers!

Plus a happy new year! although somewhat late.. Quite a few changes and additions have been dropped for this update, mainly focused around improvements to the immersive feel and design of the starting environment as a whole.

We’ve added a visual weather/storm feature of which the importance will become more apparent when the world is expanded! All improvements are listed below, including additions of a cave system and revised AI placements.

Update your experimental branch to gain access to these latest changes. If you need a reminder on how to do this you can follow our previous post here.

We hope you enjoy these latest changes! Our updates have become less frequent lately, this is not because we are winding down development of the game in any fashion, it is our baby after all 🙂

More in depth info on our progress to come soon! Change-list is as follows:

Additions

– Added more Trees and Mine-ables
– Added Storm Supercell above central Monolith
– Updated ship wreck visuals
– Added New Terrain surface visuals
– Added Area with new Hive Growth visuals

Changes

– Tweaked HUD Loadout bar, and it now hides if it’s empty
– Tweaked HUD reticle visuals
– Increased the range that enemies can hear the player
– Tweaked Mite spawners at starting camp so you do not see them spawn in
– Updated area around Drop Pod
– Updated Player Footstep impact effects for Sand
– Updated Dam building
– Updated Grass mineable asset & effects
– Updated Fiber drop mesh
– Updated Textures for Health Packs
– Replaced More placeholder objects
– Built broken bridge
– Added more Spawners to the world
– Updated Wreckage sites
– Updated Bridge on the way to the Dam
– Major terrain tweaks

Bug Fixes

– Fixed Navigation Mesh Issues which were causing some enemies not to spawn
– Fixed an issue where Mites wouldn’t play their animation when turning
– Fixed an issue where collisions on fallen drop pod engines would block players from jumping over them
– Fixed an issue where creatures spawning in would loop on their intended path
– Fixed an issue where climbing into the back of a vehicle would crash your game
– Fixed several collision issues in the cave next to the starting camp
– Fixed floating mesh assets in many places

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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