Alright, we’ve been holding back on showing any actual game stuff for a while, partly because we’re in super early stages, partly because we’re very busy. In fact, because we’re so busy, we can only really show you pictures for now. Don’t worry, we’ll get a first preview video out once we have something more substantial and less horrifyingly buggy. Anyway, here are a couple of early character models and a really blocky city!
Here’s a preview of the initial model for the protagonist, Agi! Here you can see that we already have a semi-cel shading style going on, as well as what the characters would look like in-engine. Now there are clear parts where the model can be improved – this is just a first draft after all – but this model helped ground our ideas, and make the whole game actually feel real. She is animated, and has some facial rigging set up (She can blink and scream at things!), but I’m afraid we won’t be showing that off until a little later in the dev cycle. She probably won’t have her shirt sticking through her jacket shoulders then either! Remember, early days!
And now for the next member of the team, Marid! Once again, this is a first draft of the model, so expect things to improve massively as time goes on. We created Marid to have a proper companion character to work with, and to aid in the development of the companion system as a whole. Like Agi, he’s animated, although he is lacking facial rigging for the moment – his stare definitely creeps out Kadan! For now, Marid is also filling in the role of a bunch of other characters that we’ll eventually have modelled and ready to show you all!
Manchester – Picadilly Gardens
Our final image for today is a super early prototype of the open world part of Manchester – specifically the main hub, Picadilly Gardens! Currently, it’s primarily in early blocking out stages, obviously, and there are large parts of Manchester also blocked out that are out of view. We’re aiming to get the basics down in most places, add some functionality, then add all the details to bring it to life. You may also notice the satellite imagery on parts of the ground. We’re using that to ensure that everything is as accurate as possible without resorting to actual real world blueprints (Although we will use real data wherever we can, with some embellishments representing the near future state of Manchester.)
On the technical side of things, since Manchester is a very large area, we are using level streaming techniques and will be building the level in blocks.In fact, one of the blocks on the top right of this image unloaded while I was placing the camera for this shot – go figure. Manchester, having many straight roads, will also be modelled significantly far away from the play area, and you may spot some landmarks that are otherwise outside the playable area. It’s safe to say we have a lot of work ahead of us.
Anyway, that’s all we have to show for now. While we do have a functional battle system and other parts of the game, we’re going to keep that under wraps for a future post (And so we can polish out the REALLY ugly bits). Signing off for now.
– Dan & Kadan – Team Atropos