7th April '14 by Adam Dart
So we've completely re-designed one of the ways we escape the ship to make it a lot more in depth and interesting. Without giving too much away it is now a lot more complex and spans both the interior and exterior sections.
With our new exterior sections, come a lot of new exterior art assets. We are no longer limited to walkways that are only a couple of meters wide, but have larger open platforms on the top of the ship with a great amount of space for the player, and our not so friendly guest, to run around in too. It should make a nice change of scenery from the cramped, claustrophobic upper deck interior most of us have already seen so much of before.
An example of some of the things you can find on the deck...
Here, we have a davit used for lowering life boats. Unfortunately all the life boats are already gone. (Don't want to make it too easy for you!)
An old empty life raft canister, as well as its life raft lying torn and unusable.
There is also a lot more to do outisde now, giving you a reason to go out there. Currently we are adding some new hiding areas out there, giving you a little more chance to get away.
Art stuff aside, I'll leave you with this rather interesting video the codies sent me this whilst they were experimenting with rag-doll physics....
Adam and the Arts
18th March '14 by Adam Dart
So two of our lovely team members are away to GDC. Good luck to both of them.
In the mean time, we are preparing our game for REZZED. I thought I'd share some screenshots of the kitchen, mess hall and bathroom currently in game.
Here: A lovely kitchen for preparing tasty food.
A cosy little mess room to eat with your friends.
A beautiful, clean shower room for rinsing yourself after a hard day's work.
And a toilet, for.... well. You know.
We still need to adjust the textures and shaders on these, but they are all now in game.
Additionally, we also have the lower half of the ship modelled and put in game. This is currently just a placeholder as we eventually plan to have that whole area procedurally generated as well. However, even though you can't run around in this section just yet, you can definitely feel it coming together once you are outside on the walkways or looking out over the bridge.
That's all for now.
Adam and the Arts.
7th March '14 by Andrew Bean
As previously mentioned, the ship in Monstrum is procedurally generated, meaning the layout will be different each time you start a new game. Up until recently, the game would pause for a few seconds whilst the ship was generated - fine for development, but for release we need a loading screen that keeps the game responsive. One solution is to run the ship generation over multiple frames, by pausing the generation at reasonable points to let the loading screen update+render, then resuming the algorithm again. The transition to this technique went pretty smoothly (well, hello there coroutines), but, more interestingly, a by-product of achieving this means we can watch the ship generate itself! Pretty cool, huh? Gif time!
Let's switch off the lights and have one last look:
Hope you liked these dev-gifs! Goodbye!
6th March '14 by Jaime Cross
A quick news post, but we're really happy to say that Monstrum has been voted through Steam Greenlight :D! We're all really happy about this, and amazing at the support we've had for the game so far. We may do a little postmortem on the stats and that in the future :).
At any rate, you can keep up to date with the progress of the game on this website, or these:
Monstrum Greenlight/Steam Page
5th March '14 by Adam Dart
Hey there folks,
Hope you've all heard the news that we've been Greenlit. Again, thank you for all your help and support if you voted for us.
We've been working on putting together the exterior of the ship superstructure which is a nice change from the claustrophobic maze of rooms and corridors of the interior.
Of course, with a procedural ship, the size and shape of the ship will be changing with each playthrough and modelling many different ships is both inefficient, and does not give us much variation. Instead, we've been modelling it piece by piece. By creating repeatable tiles, we can expand the size and change the shape of the ship to fit with the level accordingly.
So far, the outer deck sections only spawned at the edge of the ship as a small exterior section that did not connect to any other places. They were pretty useless, having a similar behaviour to the rooms but with fewer spawn locations. Ultimately players would find themselves running out to these sections when chased and with nowhere to go or hide, they would have no chance to escape.
The exterior sections have been redesigned, now with walkways acting more like corridor pieces, linking up the exterior walkways and giving the player a lot more freedom.
Below is an example of the modular tiles put together in Autodesk Maya to immitate a section of a ship that has been put together procedurally. So far, this is only limited to the top superstructure of the ship, but the rest of the ship will work in a similar way once implemented.
Here is an exploded version showing each tilable section. Overall, 18 tile variations are used to construct the current superstructure of the ship.
We can add additional floors, windows and walkways accordingly.
On the inside, we've been playing with shaders to get the kitchen looking shiny. We are using static cubemaps to make the metal in there look very reflective. A problem we are encountering however is that even in the pitch black areas, we still have reflections from the cubemap showing, making these areas look overly shiny and unrealistic. So it's a little wrong for now but when it's right, combined with the dramatic shadows that are cast by the models, we should have a very eerie feeling room.
Next up, security room and showers!
Adam and the Arts.