Game
JICE

2 years ago

Developing the main character look - here is a sketch!


I might change the colors when making her into an ingame model, but all the main equipment pieces are there.

She is a lightweight recon specialist and needs to move a lot, so the clothing is supposed to be non-restrictive. The bottom layer is a body suit inlaid with energy wires that forms a shield around the user to protect them from damage. The outer layer is a light space suit that provides extra cushioning when coming in contact with space debris.

On her back she wears an energy tank and two gun holsters; and the gloves show the energy tank level! (but I will have to test the last one in the game and find out whether it is a viable way to show energy level)



0 comments

Loading...

Next up

Did some more level design this week. Found out that the tutorial tvs broke at some point, while I was improving the interactions system. But if I don't tell anyone that these screens are supposed to show text, nobody is gonna know.. Oh.

A bit more design of the second part of the Depot level, now with lighting. Needs additional jellies..

Some more level design of the Depot level. Spreading the rubble, moving the boxes around, putting some lights up.

Will add a bit more lighting, but for now finished with this section of the Depot level.

A little side project - a game I've started during a game jam and decided to work on it a bit more. It is kind of a survivors-like, but every upgrade you pick up is a choice between two. And whatever you don't choose upgrades your enemies instead

Not much to show, because I've been fighting with baked lighting again.. Thinking of turning to the dark side (using global illumination)

Moved to version 5.6 of UE, had to adapt to some changes like the enhanced input system getting rid of some things. Still, there were also some changes to global illumination, which fixed a few details for me.

Ditched baked lighting, trying lumen now. Surprisingly, it doesn't seem like it takes up that much more performance compared to the previous setup - with a few tricks for optimization, at least.

Spent some time to fix metal containers' UVs. Here are before and afters. Gives the scenes a bit more cleaner look!

Setting up the storage environment, with a cake as a centerpiece for one of the rooms.