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Mostly just working on these environment scenes this week.  It's mostly lighting and material tweaks.  There's still a ton of props to model and texture before the scenes are done.

The cave scene is the new tutorial level I'm putting together.  I'm going to try and add a bit of lore to the tutorial and give players a bit of context for their actions starting out in the world.  Plus a couple NPC encounters before they are let free into the world.  The idea is to keep it relatively short while still showcasing the games' features.  I haven't entirely settled on the initial story hook for the player.  There might be partial amnesia and most likely there will be escape from captivity?  I know both of those starts have been done over and over but they also give the player a really good reason to have a blank slate starting out in the world.  Nothing is set in stone and I'm hoping that I can add enough of a twist that it will feel sort of fresh.  But let me know if you have any thoughts or ideas or just really hate the escaping prisoner start to games.

Files

Comments

Anonymous

Shit looks TIGHT. Also, I have never really minded the prisoners' escape beginning.

Kinnu

Looking niiice, and I think the good ol' prisoner's escape "Bethesda style" is fine, as you point out yourself, its a simple yet effective way to set a blank slate for the MC of an open world RPG.

Anonymous

Perhaps the player is a clone of someone famous/dead, and they have to find out who this other person was and whether they want to be defined by this other person's behaviour?

DanishGuy37

So you one those moving over to UE5?

slaen

Hmm, I hadn't thought about that. Almost like that old Schwarzenegger movie 6th Day? It also reminds me a little of what Fenoxo did in T.i.T.S where there's a rival clone that the player encounters over the course of the campaign. It would be interesting to have a character there that faces similar challenges to the player but makes all of the opposite decisions. Like if the player chooses really corrupt actions their rival / clone chooses the purity route instead? Sorry I've had too much caffeine and might be off on a tangent! But I like the idea for adding a contrasting point and context to the player's actions.

slaen

Maybe? Not immediately though. I'm worried I could spend a week just playing with all the shiny new features in UE5 and not get any actual work done. The biggest thing I want to look at is the new system replacing world composition. The current world composition system that I'm using for the overworld terrain is sort of funky to work with and has caused a ton of headaches. If their new system is well documented and easier to use that would be a big reason to switch over. The downside, I'm assuming, is that the overworld landscape would need to be remade. So, it isn't a big priority right now to switch over. The bigger priority is still content, polish, and the gameplay experience in and around the starting town.