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DEV BLOG #2



Hey! Here is our Dev Blog #2 to share some news about Exoplanet’s development and its progress. If you missed our first report, you can find it here.

I want to remind you that this is a sneak peek at some things we are working on at the moment, that’s why your feedback is very important. Don’t hesitate to let us know what you like or don’t like whether it’s a concept art or an asset.

DEV BLOG


Let’s start with something you can already see in-game (partly). Big Hat’s new appearance was added in the previous update.



As you can see there are a few options for his appearance, and he’s probably gonna change it through the story a bit (he actually lacks his big hat at the moment, for example).



We are also working on a new Old Outcast appearance. He’ll become a healer though and will guide our hero through the tutorial. He also will become an important person for the story arc in Anomaly Lake area.



As you may know, we are also working on new rocks. Despite the fact we've
created a set of rocks instead of the old ones from demo version and managed to significantly improve the appearance of the game to the release, these assets are yet flawed and have a lot of problems to deal with.



It is probably important to mention that the new rocks are inspired by Shadow of the Colossus. Lead environment artist of this project actually helped us a lot by sharing his piece of advice and experience, so we are using the same technique. So, a little sneak peek of what should be the result:



At the moment all new whiteboxes are ready (60 pieces), we are already using them for the new tutorial level but, of course, they are not yet final.



Some tasks are not that big but yet important. Exoplanet lacks a great deal of simple assets and of course we are trying to fix that. Last time I showed you a concept art of downhome utensil for abori dwellings in Outcast camp: dirty jars, buckets etc. Now the assets are ready though they yet need some polishing.



Another simple assets we need are sources of light: some of them are primitive (torches) but modern lamps are also presented.



These assets are also ready but since our lighting model could use an upgrade (we are developing Exoplanet on our own custom built engine if you don’t know) it will take some time to see the real impact of these sources of light on environment and other assets.



We do like interactive objects, so there will be levers and buttons in Exoplanet. Perhaps, some of them will be hidden and could lead you to a great treasure. Or a great danger—you’ll never know.



And of course we are still working on vegetation assets. At the moment we are experimenting with small grass.



Of course, I can show and tell you even more of our work but let’s call it a day. Feel free to share your feedback and ideas or ask questions.

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As usual, we recommend to start a new game.

http://store.steampowered.com/app/531660/Exoplanet_First_Contact/