23 June 2015

Bleak Devlog 23/06/2015


Not a lot of work's gone on for this project and that's squarely on my shoulders.
That being said I've done some things behind the scene, I'm writing up something to show people to explain the art style, for when the time comes that I rope in other people.

Okay, so here goes.

A demonstration of the second piece of code written for the project. A simple two lines that calculates a unit price for a resource, by comparing supply and demand of that resource. It's more than a little simplistic as of right now, later iterations will be linked to specific game objects being present in the scene.


A mockup to demonstrate an idea for the games logo slash title screen. The game will heavily involve creating buildings and the idea to show the title as building lights makes some sense.



An in progress model to demonstrate the particular look for the game I'm going for. Rugged and bulky, with dated 60's - 90's styling with the occasional sci-fi detail thrown in for good measure. Similar to that of Wolfenstein: The New Order.


A mock-up of the games title screen, to help visualise the concept and eventually sell the idea to other people.


 In a similar vein to the above mockup- this is a mockup of the map selection screen. Even at this stage I realise that what I'll be able to produce won't be the full extent of the idea so it'll be reined in at this stage. The full extent of the game would have procedurally generated terrains and maps based on where the player selected on the map, but ultimately the delivered project will likely only have one map.

The worlds of Robocop, Alien etc all have the multinational conglomerates, and Bleak will be no different. Containing a mix of references, parodies and unique companies, the businesses of Bleak will be cynical and gritty.