The Bar is also a new environment that’s introduced. As of now the bartender is the bad boy and very shady and happens to find the key which he places it around his neck but will not give it up until you give him something in return. He wants something from the sewer. The item is in the same room as the power switch for the sewer. Someone stole his guitar but that person, consequently, got caught by the vines and dragged into the sewer with the guitar. The bartender was initially in hot pursuit of the guy until he saw him get pulled down by the vines and then that’s when he decided “nope,” he wouldn’t be next so he didn’t go after him. The bartender only has the empty guitar case to show of his stolen beloved guitar. Below shows the blockout of the bar, fitted with ample amount of different seating, lighting and retro futurist decor and circuitry!
Another new environment that’s introduced is the Plant Shop! As of right now this place houses the creator of the original plant that’s causing havoc! Plant shop owner is either a very nice girl or sassy or in on the whole scheme of the Corporation. She’s mad at the fact that the Corporation tricked her and are instead abusing the vines vs. using them they way they initially told her. She wants a plant sample in exchange for the key she possesses (she has it because she works for the Corporation). She’s willing to betray the Corporation because they betrayed her and her precious vines. Below are some items to be found within the shop and the shop blockout.
There’s a few new environments being incorporated into the game, one of which is the arcade. The feel of the arcade is 80’s retro with a few futurist looking games. As of right now the arcade is going to act as a huge color pattern puzzle. The clue will be on the wall and it will show the color pattern that you have to mimic with the actual arcade machines in order to get the token from the arcade. Should you get the combination wrong everything turns unlit and the clue on the wall restarts.
This sewer system is one of four new areas currently being created to add to the game. The layout of the sewer is complete and most of the modeling is done as well. The UVing process will begin very soon.
We wanted to integrate Stealth aspects to enhance the sneaky aspect of detective work. We encourage players to try to sneak past guards and patrols in order to gain access to more clues or “restricted” areas.
We created a mechanic that registers how visible a character is depending on where it is located inside a shadow or a light source’s attenuation area or if the character is exposed to directional light.
As you can see in the video the mechanic detect when a player is hiding in shadow or exposed to light.
This is the start of a library of Substance Designer Materials made for this projects. In order to unify the style, the modelers will be able to use these materials in both Unreal and Substance Painter. There are multiple variations of metals, cloths, and building materials.
Shortly after alpha level the design of the Detective jacket was also conceptualized. The design choice is based upon the 80’s trendy look with neon Lo-fi Noire feel. It also shares elements inspired by the design of the team logo. The 80’s glasses with a glare on the back of the jacket is reminiscent of the fact that she’s a detective that actively looks for clues with a keen eye. The jacket is also lined with a neon glow to further push the narrative of Lo-fi Noire.
During alpha level, all of the environments were pieced together to create their respective scene designs. The Secret Lab’s objects are all completed and UV’d with representational designs and place holder textures. The lighting was also experimental with how the mood will be presented (Not Shown).
We now are able to play the game from start to finish, with placeholder environments and textures. No checkerboard 🙂 All the dialogue and internal dialogue for the crime scene alley way has been completed. UI assets have started to get implemented with beginning tutorials and a controls screen. Also there are indicators above NPC names to show the player that they can interact with them and there are HUD indicators next to the doors and exits of each level. Clues have been placed in the alley way with text to describe what they are to the player.
For the alpha we needed to test the gameplay speed with placeholder characters for the representation of the poly count and texture maps size along with the animations applied tot he character in-game. This will help us experience the real time frame rate. To do this I used Zbrush’s dynamesh/Zremesher to get manageable polycounts, UV master to unwrap the Uv’s, Poly Paint for the base textures, and exported the assets for our character TD to bring them in-game.
Within the first sprint the greyboxes/blockouts and lighting tests were combined to create the Lo-fi Noire atmosphere of the game. The objects and scenes were pieced together to be representational of the neon shiny mood and look of the specific environments. The scenes shown below include: the coffee shop, the secret lab, the cityscape, and the warehouse.
Our first sprint at Retro Vibes Studios was challenging as most of the planning and concept art had to be finished before the team could move forward with content creation. Through hard work and determination, we finished our first Agile sprint strongly and cranked out several environment blockouts assembled in Unreal Engine.
Layout concept for the secret lab. The secret lab serves as the location for the final boss fight and final game decision. The player will encounter The Big Bad and his minions. When they are defeated, the player will be confronted with a choice to increase humanity’s power and health, or preserving the last of the natural parts of the world.
Includes character scale, props, camera angle, and layout.
Layout concept for the main street. The initial alleyway leads to this street which serves as a main hub with access to the coffee shop, warehouse, etc. There will be no battle opportunities here, but the player can investigate the area for world story and clues.
Includes building scale/layout, character scale, props, camera angle, and street layout.
Layout concept for the introductory scene. This alleyway serves as the place of the crime scene and will serve as the tutorial to the Detective’s abilities. The structure of this location is made so that the player is organically lead through the tutorial, rather than railroaded. It also is made to serve as a narrative and battle location.
Includes character scale, props, camera angle, and layout.