Content, content, content

I’ve been preparing for the release of public playable demo of Xenos. There’s still a lot stuff to do before I consider it ready: I guesstimated it last week and came with 4-5 weeks in total. A lot of this time is going to be spent on adding content to the game – I mean, as opposed to writing code, adding new features etc.

Even a relatively small game location requires many objects – static models, effects, items etc. I’m working now with a town sized at 256×256 tiles (that’s the size of a “block” of map that is stored in a single file on disk). It has around 20 different buildings that use some 20 kinds of wall objects and 50 kinds of tile objects – things like furniture, stuff lying around etc. And I think it needs even more, perhaps twice that number. It turns out, a town has tons of different stuff – who would’ve thought, right?

As I’m spending most of my time making models and putting them on the map (the town map is not procedurally generated – I want to have an example made by hand before I tackle generation), today’s post is gonna be mostly pictures.
content_houses

Here we have some residential houses. This (and most of the following) picture is shot in editor mode, which allows me to put camera higher than in-game, to fit more on a single picture.
content_cafeHere’s a little cafe. Currently it mostly reuses the same models as residential houses: it’s just a really big kitchen and many tables. And chairs.

content_store A general store with a parking lot. With a small house in background.

content_warehouse

A warehouse with crates. No game can be considered complete if it doesn’t feature crates (although, these are just cardboard boxes actually. I guess they’ll have to do..)

content_workshopSome sort of workshop. I think workshops and generally industrial ¬†buildings are in the most dire need of more models. I had to resort to sprinkling “generic rubble” around here.

content_gas

A gas station. Looks sorta empty, but it would be of huge importance when I add refuelling mechanic to the game.

content_invThis picture shows a different kind of content: items. To make a more-or-less believable abandoned town, I have to put lots of items in the houses. Since Xenos is set immediately, or maybe soon after, the apocalypse, I can’t just explain empty containers with “everything has been looted”, like zombie games do: there are no looters yet – in fact, you play one of the first. I made dozens of items, event though lots of them still use the generic “gray box” icon, and don’t do anything useful in-game. Some don’t even have any descriptions: try writing interesting 5-15 word descriptions for 20 items in a row and you’d understand why.

I think town content is mostly ready for the demo; but I need at least some alien objects to add: their metal robotic structures, traps, and maybe a couple of alien “species”.

Also, if you can think of any useful object or item to add, don’t hesitate to suggest it in comments. I don’t promise I’d add it immediately, but it would probably find its way into the game sooner or later.

 

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