Devlog #51 "No two things in life are the same"
Author: LMG_Radek,
published 3 years ago,
[img]https://clan.cloudflare.steamstatic.com/images//35404032/9b622cefd9005f2b5f3328d19a52e850ffd09f1d.png[/img]
[h1]While our title is a bit exaggerated we do believe that diversifying the areas available in game is the way to go![/h1]
[img]https://clan.cloudflare.steamstatic.com/images//35404032/e13a4cf03b378ac8429ea1694368b6f01d5b4c0d.jpg[/img]
Nothing quite breaks the immersion as much as realizing certain patterns and repeating motifs. While sometimes those cannot be avoided, we do believe that by incorporating even a small change you can guarantee that a game will feel fresh and the environments will stay interesting even after going through them for the n-th time. We know that you will have to walk through many rooms and climb many stairs - it already happened in the demo! - but we want to make sure that those moments in-game will be and stay interesting. That of course means occurence of certain in-game events (remember the brick falling down when you were climbing one of the ladders in the demo?) but also the decor of locations themselves.
[img]https://clan.cloudflare.steamstatic.com/images//35404032/a32d95cf38546481e0d33fe45488bd9d25caaa55.jpg[/img]
Our concept artists are working hard on presenting us with many possibilities of following certain artistic directions - just taking a look at the artwork above should give you some insight into how we want to approach certain design choices. After all - you can see a cable on the wall and not think too much of it but then you will notice that those cables are in fact intrinsically differing from each other. Those are not the same walls that you were traveling by a moment ago. Perhaps you could use it to better orientate yourself in the area?
Of course, we also try to have different variation for the same particular area before we even start working on them. This way we can ultimately decide on the best design and incorporate them in the game. That means that while we're giving you an inside look into our inner workings it does not mean that all of the examples shown above will find their way in the game - please, do keep that in mind when viewing them.
[img]https://clan.cloudflare.steamstatic.com/images//35404032/00cec7d2167f98b7b9e29aa4cee153079eea569a.jpg[/img]
When designing a location it is also good to have different levels in mind - after all if you're designing stairs it means that there is a place that they lead from and a place that they lead to. Imagining different horizontal planes allows us to plan the location accordingly and avoid any possible pitfalls that otherwise we might stumble into. And we definitely want to be prepared for that.
[i]Thank you for checking in and reading! See you again soon![/i]
Kind regards,
Chernobyl Liquidators Simulator Team
[url=https://discord.gg/wvDMppM][img]https://clan.cloudflare.steamstatic.com/images//35404032/3275740acc70c627275e89ee73f2cec9575f4e27.png[/img][/url]
https://store.steampowered.com/app/1113010/Chernobyl_Liquidators_Simulator/