Hey guys, hope you’re all doing great. Two weeks down – and that means another peek into the work we’ve been putting in over the past 14 days (minus 4 days for weekends, of course).
We’ve got a lot of moving parts, some of which we’re ready to share progress on. So here’s a few select pieces with screenshots and a short description to go along:
[h3]Ancient Crystals take root in Episode 2[/h3]
First up, we’re gonna show you some terrain for E2M1, the first map of episode 2. As part of the detailing for the map, we have these giant crystalline structures – which are both part of the look and feel of the map, but will also serve as the apparent origins of the local creatures. And rumor has it that someone even fashioned instruments of war from these powerful crystals...
Long story short, here’s a screenshot of the crystalline terrain (work-in-progress):

[h3]The Key to Victory[/h3]
WRATH has doors. That much is true. But now, we also have proper keys! Color-coded to match specific doors, these keys will be used to unlock the variety of gates and mechanisms you’ll find throughout the game. Check out our latest progress in the screenshot below:

[h3]What does a level designer do?[/h3]
Well, design levels of course. But more specifically, here’s what our level designers have been up to over the past two weeks:
- E2M1: New terrain with sandstone and crystals
- E2M4: A variety of texture corrections
- E2M5: The map’s layout is now ready for internal playtesting
- E3M2: Organic terrain has been added; specifically flesh, organs and a variety of bone structures. Wonderfully grotesque.
- E3M4: A disturbed, yet industrial look and feel is being developed with machinery, pipes and matching textures.
[h3]In other news…[/h3]
What else have we been working on, you might be wondering? We can’t give everything away, but here’s a list of some other significant progress we’ve made in the last two weeks:
- Made progress on sound loops to new weapons
- Created new textures for E2M4 and Episode 3 maps
- Completed all skull props; for example, we re-scaled a few select skulls, finished tweaking pixel density to get it just right – and added gibs with proper physics.
- Continued work on one of the new enemies. This particular enemy recently received a number of adjustments to its model, which is currently a work-in-progress.
- Low Poly of the Brute enemy is now in progress, which means we’re making good head way on getting this enemy fully fleshed out and ready.
- Concepts have been designed, drawn and modelled for “Demon Meat”
[h3]Thank you and stay tuned for more WRATH updates![/h3]
https://store.steampowered.com/app/1000410/WRATH_Aeon_of_Ruin/