The tiles for 'Project: MechGuard' have been completed. At least, for now...
Tuesday, August 22, 2023
'Project: Mechguard' Progress Update 3
Project: MechGuard is nearing completion. Pictured below is an image of the Map Tiles current state after much progress has been made.
At this point I have fleshed out the set dressing and have started to add details the provide a sense of realism to the tiles. I have also started swapping the Block-Out buildings for the ones made by Michael so that the city starts to look more believable.
Thursday, August 17, 2023
'Project: Mechguard' Progress Update 2
The Map Tiles in their current state:
Having previously completed the bulk of the work for the forested tiles that will serve the outer edges of the map-generator system, I have added decals to add a sense of realism to the grass.
I have also placed streetlights along all major roads. Furthermore, I have added a basic material to serve as a more fitting texture for the Block-Out buildings so that they may serve as a temporary stand-ins if we are unable to replace all of the buildings with custom-made models before the deadline, as making the tiles and creating the micro-environments is the main priority for the time being.
Finally I have started adding details to the tiles that represent the important buildings the Players will need to protect as part of the 'Defence' objective, bringing them closer to completion.
Tuesday, August 8, 2023
'Project: Mechguard' Progress Update 1
Below is a step-by-step depiction of the iteration process 'Project: Mechguard' has undergone and how the city has evolved throughout the development stages.
Project Intention: The intent for this project is to create a series of replicable tiles to form the basis of a (relatively) randomly generated map-making system. To create a solid foundation to test this idea in the future, with help from my friend Michael Lasslett, I aim to produce a range of city and forest tiles that can be rearranged with little to no complications. This will mean ambitiously combining aspects of Level Design, Environment Design, as well as 3D modelling to create a reasonably believable city.
Stage 1: Concept
Having previously designed a conceptual drawing to explore how the city could be created by scattering buildings, the next step was to determine how to most appropriately break these down into tiles.
'Pleasant Hotel': Update 5
'Pleasant Hotel': Update 5 The following is a complete breakdown of the work that has gone into the 'Pleasant Hotel' projec...
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Below is a step-by-step depiction of the iteration process 'Project: Mechguard' has undergone and how the city has evolved throughou...
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I recently created a concept sketch for the Security Room for "Night Security". I have since started to refine the concept as well...