Hi guys! Tanya here!
Today I’ll go into some detail on our environment design, using the Desert as an example, since we haven’t shown it off much yet and it’s the first area-type the player encounters. I’m actually from the Mojave Desert of southern California originally. I spent most of my childhood chasing lizards, catching kangaroo mice, and climbing the Rocky Mountains… when I wasn’t allowed to play NES, anyway.
An environment’s atmosphere comes from every element — the landscape, the colors, the wildlife and lighting. Xin, our artist, starts by painting the terrain we need. For the Desert, we knew we wanted basic tiles of Dirt, Sandstone, and Brush. We want the Desert to feel desolate and dry, but not lifeless.
Now, before you think, “those aren’t very interesting! Where’s the life, the juice, the oomph?” … we started out going super-detailed, with intense painterly details on each tile…
And yes, they were beautiful! BUT when they’re tiled all together, 10×10, it looks terrible. Dirt starts to look like meat!
We might still sprinkle details like these throughout as a rare treat, but for now, we’ve had to forcibly tone down the contrast and details of any one basic tile, for the betterment of the whole.
Next, he paints combinations of each tile-type with another, so that the world generator can smoothly transition between regions. For example, a half-Brush, half-Sandstone tile should always buffer between Brush and Stone areas.
The final terrain layer is composed of “crumbly bits”, as we call them, which help reinforce the idea that you’re on a shattered planet. They match at least half of the tile-type they’re generated next to. For interior levels, these take the form of metal struts and frames. For exteriors, they’re more like chunks of earth and rock.
And then, at long last, the fun part — we can add gameplay! Bushes and rocks are obstacles that get in your way and help with the ambiance. As for enemies, you might have seen our Hatchling and Nest Guardian back when we first concepted them in July, and now they can finally romp and hunt in their natural desert habitat. Combining all of the elements together gives us a flavorful, unique Desert environment that feels significantly different from the others.
So, with no photoshopping or other trickery, here’s a screenshot taken directly from the game while it’s running:
The next step will be adding in a flavorful background for each environment. We want to keep the lonely, dark feeling of the desert at night, but something a little bit more interesting than plain black.
Unique story encounters can also happen in the desert — finding unearthed skulls, old campfires, lost hatchlings, or even strange stones can lead you on mini-adventures into the unknown. Just like home?
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