[Design] - Back to Blender, More Housework!


To keep the game dev process fresh I decided to stop the programming side for a bit and go back to Blender to try and round out the Loftly Estate, as I need at the bare minimum a closed loop single level as a playable concept. This means tidying up the main hall as well as a few small issues that had been bothering me:



I've finally got the moulding in place and consistant, as well as roof decor to detract from hard corners. The back corner stands out like a saw thumb, but the hallway needs more decorations in general so I am not too concerned with that. I've also ensured at least the ground floor as doors where it should, albeit locked for now. Upstairs is still a complete state though, but I plan to at least flesh out the hall/doors so a player can explore to a degree.

Also, while a bit early I decided I wanted some woodland between the main house and the cliff, so made use of Blenders Hair particle system and some gnarled tree models to great effect. This also should mean a creepy nighttime view from the windows of the hall/kitchen etc. but will require I redo my LOD system to account for the severe increase in mesh/poly count.



I figure now would be a good time to showcase the scale of the overall map, noting the building is start half finished (exterior will be made once I'm happy with interior), and I have put some placeholder cubes down where I am imagining roads/gardens in future. I will also need to put a wall surrounding from the cliff to the road as an artificial conceit to keep the playing from leaving.




Anyways as an aside my updates are likely to slow down as I've picked up some paying work, so I won't be able to put as much time into this as I would like. Will see how I go.

Thanks

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