Indigo has been working on the basic concepts behind outpost designs. These outposts will serve as the basic spawns for players. The shapes above are a technique he’s been using to make basic shapes to help find direction for more complete concept art. Using the Liquify tool in photoshop allowed him to create really interesting basic shapes that had a really organic feel.
Besides creating concepts for our weekly art meetings, Indigo has been trying his hand at in game texture creation. The screenshot below is a basic polyp texture using Unity’s in game terrain painting. The noise and shape make for really cool looking terrain. This was just a test of the terrain system and we will be putting more time into the terrain design going forward.
Indigo has also been working on a concept for one of our newest creatures.
Introducing the DUNKLE!
The Dunkle takes inspiration from two well known animals from the real world. Our good friends the Dunkleosteus and the Mudskipper.
The name needs work but the concept is solid.
Indigo and Macker also worked on a concept for the rock creature. This concept was given to Noah as a starting point for creating a 3d model. How this creature fits into our environment is still being discussed, but Noah has already been at work on the 3d model.
Jason is new to our team and has already began working as a hybrid developer and artist. He’s been diligently creating a model for Indigo’s Dunkle. This image is still a work in progress, but it’s really cool to see how he bases his shapes and forms directly off Indigos concept art.
Noah’s been working with Indigos and Macker’s concept of a creature that acts like a rock in it’s environment. Using the previous concept art from Indigo, Noah has already began creating some really interesting looking iterations.
The art we’re working on now will lead to key game assets needed to iterate on gameflow within Biogenesis. In future blog posts, we will be sharing these assets in a more final state via in game screenshots and gameplay videos.
There’s plenty more to come! If you want to see more share on facebook, follow on twitter or subscribe!
Until next time,
One of the design problems we have to solve with customized character abilities is communication of those abilities to friendly and enemy teams. To do that we broke down abilities into 6 separate base categories which will be represented on the character as weapons. These are largely related to targeting and will be the core part of any ability players want to make.
- Shot: Creates a projectile that that shoots in the direction the player wants.
- Beam: Creates a ray that the ability shoots out for a duration in front of the character.
- Instant: Directly targets a creature within range, dealing damage or applying an effect.
- Mortar: Targets a place on the ground creating its effect after a small delay
- Stab: Hits the first viable target within a short range directly in front of the character
- Slash: Hits an area in an area within a short range around the character
By utilizing these base templates, and adding augments, players should be able to build just about any offensive ability they can think of. Additionally they allow us to roughly communicate the abilities on a character. See the image below for our experimenting with layout of abilities on the character. Below is one of Indigo’s more final concepts of how to visually communicate abilities.
From there the damage, area of effect (AoE), range and other values of the abilities will be visually present by scaling the associated weapon.
This kind of basic structuring of abilities and weapons are the framework for our ability system. Every day we work towards a more complete picture of how Biogenesis will play and the customization we can provide to players.
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The Core Has Grown Stronger
The Core is an automated Terra-former. Since landing on the planet it has been slowly changing the entire landscape. It does so by pulling energy deep from within the planet and using the world around it to bring new life to the surface. The game world within Bio-Genesis is directly impacted by the cores behavior. Many times over the course of the game the Core will ‘Nova’. This cataclysmic event will have effects across the map. This event serves as a way to clear the map and allow us to move the currently present terrain features. As you can see below the map will be divided into sections. In each section of each biome there will be a terrain feature that changes the way the game is played in that area.
BioGenesis will have a different level layout than your standard MOBA. Instead of a map with bases being on the far corners of the game world, our map will have outposts half the diameter of the circular map away from the middle. There are three pillars distributed with 120 degrees separating each of them, they will be captured like standard capture points and work toward the victory condition of the game. BioGenesis gameplay is going to be separated into rounds and the end of each round will be signaled by a massive dangerous explosion emanating from the Core. This explosion changes features on the map and kills all players caught outside of their outpost.
We at Grinning Games are a company founded by a group of game designers with years of experience developing Action-RTS and MOBA games. Macker, our lead dev, and other members of our dev team worked on DOTA during most of its development. We are happy to see the ARTS genre grow like it has, and we are excited to announce a game that will bring new life to the genre. We are happy to introduce BioGenesis. Continue reading