New Beginnings
We’re only a few weeks in and things are already off to a fast start here at Mad Clam Studios. To kick things off we will head to the modeling and texturing department. Here, Alex and Devon have been busting their behinds to churn out some truly unique/home-brewed creatures and props. From the start, our vision was to craft as many of our own assets as possible given the limitations of the project. This was done to avoid some of the issues that similar titles have run into. Those issues being that the game just looks like a bunch of kit-bashed assets that don’t mesh together all that well. That being said, our artistic direction with low poly meshes, has allowed us to pumped out a high number of quality assets that all fit the universal aesthetic of the game.
Now onto the meat and potatoes of the experience. We unlocked the basement door so our code gremlin (Meg) could give everyone an update on the procedural generation system that is the core of our project. With our form of PCG, it is possible to generate levels at any time specified in any size specified. Levels are arranged in a grid with each chunk being a randomized instance from an array of levels, and is randomized in which direction it faces. While still in its initial phases it is possible to use this system to generate entire levels of sufficient complexity to suit the game’s needs. With this we hope to formulate a near infinitely playable title that will give you a fresh experience each time you boot up.
In other news, Matt has promptly prototyped our main and pause menus. As well as he has been able to implement a grab/interact with objects feature into the project. This allows a lot more freedom with what assets we can create and implement. Furthering our art style and asset selection, Logan and Makenzie have been plugging away at sourcing the right visual effects and sounds to help create a truly immersive experience for all of our players. As well as gathering different refence materials for our animations we plan to implement.
While still early in the dev process, we believe we have the right team and the right skills to faithfully execute our vision of what Concrete Dreams can be.
Get Concrete Dreams
Concrete Dreams
Status | In development |
Authors | logan Selle, CamZ115, Abroder1, Brassy Dome, mroth34 |
Tags | artistic, brutalist, capstone, Low-poly, Procedural Generation, ps1, PSX (PlayStation), Retro, stylized, surrealist |
More posts
- The Finish Line has been Crossed....For now!May 02, 2024
- The Finishing TouchesApr 16, 2024
- Almost to the end of the Tunnel!!Apr 09, 2024
- Navigating the 50% Mark: Unveiling the Creative TapestryMar 05, 2024
- Still ChurningFeb 27, 2024
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