Devlog: Lots of Visuals
Hey gang, we've had so many visual updates to the game this week, let's just share a bunch of pretty stuff!
BJ is working on our next biome lookset. Zach is experimenting with how to combine BJ's land pieces into a cool level, and in the meantime BJ's making new resource assets for the area. Here's a quick preview:


Amanda's creating the look for our ground enemies. Here's her grayscale kit and an example of how an enemy outpost might be put together:

She also created a first pass of the Charcoal Hut, on which Fred has since made a comment that I can't unsee. We'll see if it gets less (or more!) like cartoon characters with the next pass:

She also tweaked the colors in our new UI, so that it blends better with the game. You'll probably see many UI updates in future as I take a pass on designing each screen, and maybe updating some iconography and placement too:

I created some damage states this week, including wispy smoke and some shader tweaks to make the building tops look crispy when destroyed:

I also created a new puffy smoke effect for exhaust on the Town Center, which looks more inline with our volumetric clouds and explosions.

It even takes proper shadows, so at different angles and Time of Days it still looks good :)

We won't always have such a visual week, but I figured pictures are always better than words (and also Philomena from Stray Fawn told me that pictures are always better than words ;) so here's a dump o' stuff!
Is this better than a regular devlog? Would you like to see a weekly devlog like this, or more of a long-form written update like I've done in the past?
Let me know in the comments -- there's no point writing these if nobody's reading them, after all!
Hope you enjoy seeing the progress!
BJ is working on our next biome lookset. Zach is experimenting with how to combine BJ's land pieces into a cool level, and in the meantime BJ's making new resource assets for the area. Here's a quick preview:


Amanda's creating the look for our ground enemies. Here's her grayscale kit and an example of how an enemy outpost might be put together:

She also created a first pass of the Charcoal Hut, on which Fred has since made a comment that I can't unsee. We'll see if it gets less (or more!) like cartoon characters with the next pass:

She also tweaked the colors in our new UI, so that it blends better with the game. You'll probably see many UI updates in future as I take a pass on designing each screen, and maybe updating some iconography and placement too:

I created some damage states this week, including wispy smoke and some shader tweaks to make the building tops look crispy when destroyed:

I also created a new puffy smoke effect for exhaust on the Town Center, which looks more inline with our volumetric clouds and explosions.

It even takes proper shadows, so at different angles and Time of Days it still looks good :)

We won't always have such a visual week, but I figured pictures are always better than words (and also Philomena from Stray Fawn told me that pictures are always better than words ;) so here's a dump o' stuff!
Is this better than a regular devlog? Would you like to see a weekly devlog like this, or more of a long-form written update like I've done in the past?
Let me know in the comments -- there's no point writing these if nobody's reading them, after all!
Hope you enjoy seeing the progress!