Hello, dear friends! We are the Digital Universe development team, and we continue to introduce you to the world of ExoTanks MOBA. In this article, we want to share the experience of creating the first game location for our tank MOBA shooter.
Game world
ExoTanks MOBA is a colorful journey to the second half of the 21st century when space travel to Mars becomes commonplace. With the support of private and state-owned corporations, the development of the red planet is rapidly advancing: people start mining in the area with mineral-rich deposits, while many colonies and entire megacities spring up all around it. A terraforming program is launched in special zones to create an autonomous ecosystem suitable for human life. Mars is supposed to be our second home.
Ares, a new mineral discovered in Martian rocks, changes everything. This substance turns out to be an extremely efficient fuel and foreshadows the energy revolution for the entire human civilization. Some colonies unite into the Confederation, entering into agreements on the regulation of the Ares extraction. However, not all companies desire to compromise. One of the most influential organizations, the Syndicate, seizes control of the Ares deposits and trades it on the black market. The opposition of the factions grows. A crisis ensues, which then escalates into an open armed conflict. The war for resources sweeps Mars.

Atmospheric concept of the game world
Location
The concept of our first location is an industrial colony in the middle of a lifeless Martian wasteland surrounded by mountains. The purpose of the colony’s existence in the past was the extraction and export of ares to other parts of Mars. A few years ago, the Confederation suspended the activities of Colony 57 within the framework of the agreement on the regulation of ares extraction. The Syndicate didn’t agree with this policy and was trying to establish its control over this deposit to reestablish the activities of the Martian colony. The confrontation resulted in warfare.

That's what we made it
Prototyping
Initially, we wanted to make a classic MOBA location divided into 3 lines. This proved to be a daunting task. Firstly, the tank has no limit to the radius of the shot, which means that the lines and the space between them should not, under any circumstances be shooting between themselves. Therefore, the first prototype of the location was a large maze with high walls. Secondly, we quickly realized that riding the tank back and forth along the lines is not funny, because there is not enough space and freedom of maneuver.

The first prototype location
The second iteration of the prototype of the location was, on the contrary, too open. The map was shot through and was more like a circular arena with dotted obstacles. It was great to ride it, but there was no tactic. The enemy could appear from anywhere and understand the logic of his movement was not real.

The second prototype location
The third iteration of the prototype of the location has become optimal in terms of the balance of open and closed space. We decided to divide the location into several separate zones of different sizes. Between the zones there is a limited number of entrances, and hence how the player can move from zone to zone. The arrangement of small shelters was thought out more carefully. It was possible to start modeling and placing final assets.

The third prototype location
Assets
Level designers needed large shapes to divide the location into different zones. At the same time, we want Mars to look colonized, not lifeless! Therefore, large buildings, as in the concept down below, kill two birds with one stone.

Concept model of an administrative building
In our first location, other large buildings reflect the purpose of the existence of the colony (mining of ares) and make the location more interesting. The processing plant was created as a peaceful structure in which the processing of ares, the valuable mineral that had been once found in the depths of Mars, took place. Now it is covered with sand and has become a silent participant in warfare.

Concept model of the household block
When creating the atmosphere of colonized Mars in the grip of war, our artists face a difficult task — to make realistic buildings of the future that survived the years of daily exploitation and the crisis of war.

Concept model of residential block
Vehicles in the location are not controllable, and you cannot ride it. The reason we want to see such objects in the game is to portray Mars being inhabited by people and to convey the atmosphere of its colonization. Aside from that, such vehicles are excellent in the role of small shelters in tank battles. Of course, this is not the only vehicle on Mars, and we will share other concepts in the future.

Concept model of off-road vehicle
On the following concept, you can see a huge Martian dump truck. It's used on Mars for mining a valuable mineral called Ares, over which the war is going on. The size of this vehicle makes it a good cover for the largest tanks!

The concept model of a large dump truck
We will be glad to know what you think about our first game location. Do you have any advice, idea, criticism, or suggestion? Be sure to write in the comments!











0 comments