Today, not a lot got implemented. But that's not to say I didn't do anything. Today I'd like to talk a little about what has been implemented since the last devlog, and about the smaller inspirations for BLEAK.
The above screenshot is from Mohawk Games' product, Offworld Trading Company. This game was the main seed for the aesthetics from a gameplay perspective, with the works of L.S. Lowry providing inspiration for details and overall feel.
For the parts of the game where information needs to be given to the player, one of my intentions is to use the grinding, impersonal language seen in corporate and legal missives, such as this example taken from Google:
There's something about the language that's perfectly suited to the genre and to not capitalise on that would be a mistake.
There has however been a minor graphical addition, in preperation for a feature that will be implemented sometime soon. Power Generation and use is a hallmark of the genre, and a fairly large aspect of modern infrastructure. Tying into the precedent of there being vehicles, but no requirement for roads, power as a requirement will be present in BLEAK, but power lines will not exist as requirement to utilise that power.
The issue is that they're still a staple of the english countryside, as the above image will attest. That image is of the winning concept in the National Grid's [year] design competition to design the replacement for the tradtional lattice pylon. Whilst an argument could be made for the pylons in BLEAK to stick to the traditional design, for the retro-futurism kick, I think a blend of the two designs will be the most interesting overall.
To that end, here's the pylons in game in all of their set dressing glory:
The underslung cables are a little hard to see, so they'll need to be thickened in Maya, but they'll do for now I guess :D