Over the last couple of days I've been doing further work on the world editor towards a more interesting environment. It now extends upon the brush editing capability I created for actually carving the world to allow the creation of vector graphics to add as decoration.
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An example of a (slightly) decorated environment using a few simple static flair meshes. The plan is for areas infested by the Scourge to be significantly different visually in order to warn the player. Since this screenshot was taken from within the World Editor the transform handles for each object are overlaid. |
My current plan is to try and create a first playable demo by May, although this will almost certainly be only to a few playtesters, rather than general release. This will probably take the form of an environment where the player must dig in at points (using some of the deployable items I have planned) and hold off waves of Scourge before progressing. There are going to be prox mines, because I honestly can't think of a game that hasn't been improved by prox mines.
Right, now for some sleep.
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