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Development Progress #3

[p]Hey everyone, here's another recap of the stuff the team has done in the past few weeks!

As always, thank you for your trust and patience and without further a do, let's dive in:[/p][h2]
Quest system rework
[/h2][p][/p][p]The new map lends itself well to give the quest system a bit of a rework. [/p][p][/p][p]The main goal is to make it less hand-holdy and minimize the amount of reading you'll have to do.[/p][p][/p][p]And one of the biggest tools we decided to utilize is...[/p][p][/p][h2]Voice lines
[/h2][p]Instead of having to read an entire phonebook every time you want to complete a quest.[/p][p][/p][p]You will now hear the captain give you hints and tips from time to time. [/p][p][/p][p]In addition, your own character will point out stuff as well.[/p][p][/p][p]We've been testing it and so far it feels a lot more smooth and fun than getting a detailed step by step list of directions for every single task.

There will still be some pointers on the hud in a few cases but not as text heavy as before.
[/p][p][/p][h2]Terrain surface[/h2][p][/p][p]Since we put together the locations like a big puzzle, there were a lot of holes and unnatural transitions. [/p][p][/p][p]So we had to spend some time patching it all up making sure the transitions between different locations are smooth so we could then generate terrain over it. [/p][p][/p][p][/p][p][/p][h2]Landing sites[/h2][p]
Another thing that the smoother terrain allows us to do is start placing landing sites (where the drillship parks on surface).

However, since the island is way more complex than before, we decided to ditch the U-shaped landing sites. Instead the drillship will park in plenty of different positions to make sure it fits in the environment.

And not vice versa.

This way the environment won't have unnaturally flat planes everywhere. [/p][p]
On the example below you can see how the drillship fits nicely between the Wrenchlow town and the cliff by landing in a straight line.


[/p][p][/p][h2]Finalizing building structures[/h2][p][/p][p]Building are getting their final detailed models that also work gameplay-wise. And their final textures.

For example here's a final model for the lighthouse and some of the port buildings.[/p][p][/p][p][/p][p][/p][previewyoutube][/previewyoutube][p][/p][p][/p][p][/p][p][/p][p][/p][h2]Interactive elements[/h2][p]
Last but not least, we wanted to introduce some interactive elements into the world.

Here are a few of them in the most basic form.
[/p][previewyoutube][/previewyoutube]

How Each Location Is Made

[p]Thought it would be interesting for y'all to see what goes into creating each location from start to finish for the new island. So here it goes! [/p][p][/p][p]
1. LORE AND REFERENCES

First the lore is created with a bunch of references to use as inspiration for the different locations so they feel realistic, have the atmosphere we want, and fit into the lore as a whole.

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2. RAW SKETCH

Then a rough sketch is put together from all of it as a guideline for the next stages.

We used to make these hand-drawn sketches you see below, but then we switched to these 3D sketches made from simple shapes so the other artists can see it from all angles for the next stages.

You can check out one of our 3d sketches yourself here: https://sketchfab.com/3d-models/seismotorium-3d-sketch-298b4106215c43ec8c41b9c4d97fdf62


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3. VISUAL CONCEPT

A more detailed visual concept follows that gives more of that feel and look we want without being tied by too many gameplay rules yet.

[/p][previewyoutube][/previewyoutube][p]
4. WHITE-BOX LEVEL

Next in the pipeline is the white-box level made from simple models and textures which is pretty much the exact opposite of the visual concept.

The goal is to make sure the location is playable, works with the environment around it, the AI can navigate it, while sticking to the general look the visual concept has set.


[/p][previewyoutube][/previewyoutube][p]

5. FINAL IMPLEMENTATION

Once these are finished we marry the two together making sure it looks close enough to the visual concept but also works with the gameplay and implementation rules of the white-box level.

Only then we start creating the final models and textures.
[/p][previewyoutube][/previewyoutube][p]

Hope you guys liked this and let us know if you have any questions! [/p]

Development Progress #2

[p]Hi guys, as most of you mentioned, you want to keep seeing the development updates no matter how work in progress they are.

So here's another batch for ya!

This is not everything we've been working on, just a few snippets.

For example, the area 1 boss and its environment is coming together really well but we don't want to spoil it. [/p][h2]1. Steamroller Sidecar [/h2][previewyoutube][/previewyoutube][p]
The sidecar is now fully functional.

You can use everything while sitting in it like if you were on foot, rotate 360, and even switch from first-person to third-person.

The bracer is also accessible so you could even call in drones if you wanted to.

[/p][h2]2. New Locations[/h2][p][/p][p]Got some new locations in the pipeline that uncover more of the lore and Captain's role in all of it.

Below you can see the lore for each location, rough 3D sketch with references (you can click the links to actually see the model in 3D) and a whitebox level. [/p][p][/p][h3]Hydromechanicum
[/h3][p]Before the catastrophe, Ironwealth sought to transform Adranos Island into a tourist destination, abandoning its smoky coal plants in favor of clean hydro energy. Backed by Doc. Victor Ravensdale, a young engineer known as The Captain designed and built the revolutionary Hydromechanicum, a water power plant that became both a technological marvel and tourist attraction. Years later, strange river fluctuations signaled instability, but warnings were ignored. When the volcano erupted, the riverbed collapsed, burying the turbine and triggering catastrophic failure—no one at the plant survived. The eruption reshaped the land, creating a massive geyser where the plant once stood, with new fissures hinting the river may one day break free. Though The Captain’s first major project ended in ruin, it cemented his reputation and led to further work with Ironwealth as Adranos became his home.[/p][p]
https://sketchfab.com/3d-models/hydromechanicum-3d-sketch-c25fc4a92ea742a0bcae7c522ed89bf9[/p][p]
[/p][previewyoutube][/previewyoutube][p][/p][h3]Sesmotorium
[/h3][p]The Seismotorium was one of Adranos Island’s oldest and most prestigious research facilities, built to study volcanic activity and later expanded into a full-fledged scientific university supported by Ironwealth. Equipped with advanced instruments and a massive retractable probe for deep-earth readings, it became the centerpiece of volcano monitoring. However, as Ironwealth demanded nonstop observation, the exhausted scientists faced increasingly unstable readings and damaged equipment. When pressure beneath the volcano reached a breaking point, the probe was violently ejected, destroying the facility’s dome just as the eruption and pyroclastic wave struck, annihilating everything. Afterward, the Seismotorium became a molten crater spewing smoke, its probe half-buried in ruins. Much of its research data was secretly looted by the COGs, leaving only remnants behind. When The Captain later returned seeking answers, he found only an empty, gutted shell of the once-great scientific complex he had once helped maintain.[/p][p][/p][p]https://sketchfab.com/3d-models/seismotorium-3d-sketch-298b4106215c43ec8c41b9c4d97fdf62[/p][p][/p][p][/p][previewyoutube][/previewyoutube][p][/p][h2]3. Finalizing Building Models[/h2][p]We are also taking the buildings and finalizing them one by one and making sure they are ready for final textures. [/p][p][/p][p][/p][p][/p][h2]4. Prop Models[/h2][p]Since a lot of the locations are now set in stone, we also started work on the props that will fill them out such as lootable suitcases, barrels, crates and medium sized models like trains, cars, etc.[/p][p]
[/p][p][/p][p][/p][h2]5. Textures and Decals[/h2][p]And final textures are being created together with decals (eg. damaged walls, scratches, rust) to replace the placeholder ones you've seen on the models before. [/p][p][/p][p][/p][p][/p][p][/p][h2]
6. Next meme feature?
[/h2][previewyoutube][/previewyoutube][h2][/h2][p]As mentioned these are just a few snippets from what the team is working on.

As always, thank you for the support and patience everyone!

Let us know if you have any questions or feedback below. [/p]

Development Update

[p]Don't have one cool thing to show this time, so this post will be a mix and match of everything that's been going on for the past few weeks! [/p][p][/p][h3]STEAMROLLER TURRET UPGRADE[/h3][p][/p][p]You've seen the turret in a lot of the steamroller content but never active. It is now fully implemented so it finally shreds COGs for you! [/p][p][/p][previewyoutube][/previewyoutube][p][/p][h3]STEAMROLLER SIDECAR UPGRADE[/h3][p][/p][p]Even more exciting then the turret is imo the sidecar upgrade, where you can ride along one of your buddies, AND USE YOUR WEAPONS while they drive! No doubt this will create some funny moments.

Just gotta fix the back breaking haha.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][h3]NATURE TAKING OVER[/h3][p][/p][p]Now that we have a bunch of locations set up, we are experimenting with different tools to generate terrain. We really want to sell the idea that the island has been abandoned and reclaimed by nature. [/p][p]
[/p][p][/p][p][/p][h3]STEAMROLLER DOCKING[/h3][p][/p][p]The docking animations are now finished, with the Steamroller packing nicely inside so you can still access the inventory box, upgrades, etc.
[/p][previewyoutube][/previewyoutube][p]
And the module now not only stores Steamrollers but also repairs them! [/p][previewyoutube][/previewyoutube][p][/p][h3]TECH TREE [/h3][p][/p][p]Last but not least, here's a prototype of a tech tree we're working on. We believe this could really help with confusion around crafting. [/p][p][/p][p][/p][h3]BOSS BATTLE AND MORE[/h3][p][/p][p]Aside from that we've been working on the Area 1 boss location but I don't want to spoil that to you. But it's getting harder and harder not to haha.

And then a lot of technical stuff around the island which is not visual enough for this.

However it's coming along nicely, here's one corner of area 1 with white box versions of the locations I already showed you in previous posts placed together.

This corner has more environment variation then the entire island that's currently in the game.



Appreciate you all and let us know what you think![/p]

Wrenchlow

[p]Appreciate all the support on the previous location preview!

Got another one this week for y'all and I think it might be my favorite one yet.

Check it out:
[/p][previewyoutube][/previewyoutube][p]
Before the catastrophe, Wrenchlow was a humble working-class town named after miner James Wrenchlow, whose statue stood at its center above a secret rebel base, the Lead Lanterns. The group operated under the nose of their overseer, Doc. Victor Rawensdale, gathering evidence of strange shipments, restricted mine areas, and underground structures, aided by an insider known as “Captain.” Weeks before devastating earthquakes struck, families evacuated, leaving mostly men to work. When the quakes hit, the reinforced bunker beneath the statue spared the remaining townsmen. Afterward, the Lead Lanterns revealed their findings, but Ironwealth’s power silenced any change. The town was abandoned, overgrown by nature, while the ruined bunker still lies hidden beneath the statue, guarding relics of a past few survived to remember.
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