February Update
Posted by Nightdive Studios (Creator)
Hello backers! It’s Stephen from Nightdive with this month’s update.
First, I wanted to thank everyone for the overwhelmingly positive response to the final art video we posted last month! If you happened to miss it, you can see it here:
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The video was viewed 108k times and made its rounds on just about every major gaming website. I also wanted to address a few things:
Motion blur is on by default in Unreal - you will be able to disable it.
Props, lighting, and FX are still works in progress. We haven’t even started placing corpses, blood, and gore yet.
We’re still using unfiltered textures - the “pixely” style is there, however, it’s not demonstrated clearly in the video.
If you’ve been in the Alpha you know that the entire game has been blocked out and is essentially complete. We’re working on final art, the Medical level is not all that we’ve completed.
This video was put together hastily for the update and wasn’t intended to be picked up by the press, we will use a higher quality capture method with upcoming videos. We still love you FRAPS!
Let’s take a look at art!
Tom has wrapped up his work on the lounge and vegetation systems which will be very useful once we hit the Groves.
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Jonathan is finishing up his work on the Reactor tile set and has put together a scene to share.
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These floor tiles will replace the glowing purple radiation tiles in the original. Watch out for cracked glass and leaks…
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This is the concept from Robb Waters.
Jonathan also worked with Robb on creating a portrait for one of our characters. We’ll be using the same process for those of you who backed us at the Citadel Crew Member tier. Robb will use your likeness to create a custom sculpt and portrait of your in-game persona.
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Let’s take a look at more of Robb’s recent concepts.
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The Executive Boardroom evokes the cyberpunk aesthetic by blending natural and artificial materials. Transporting wood to a space station orbiting Saturn is certainly ostentatious and a complete disregard for practicality - something we feel Tri-Optimum Executive embody.
3 fingers, neat.
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Daniel has been busy using the final art tilesets to build out the final levels. Here’s a sneak peek.
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Next, we have some UI updates!
We’ve begun exploring the menu system and how we want to invite the player into the experience. We feel like mimicking an immersive simulation would be appropriate.
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We’re working on the mapping display and how it fits into the rest of the UI.
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Finally we have some preliminary FX work to show off...
“ZORCH”
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That’s it for the Shock update, see you next time!
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Continued Communication:
Please join us on Discord!
We’re in there every day answering questions!