Dev Update – Construction

Hello again!

For those of you who have played or seen videos from our UE3 demo, you will have seen our prototype construction mode where you can rapidly materialise destructible blocks using your MATA-Tool. We’ve been working lately on improving the construction system in Unreal 4, with some awesome results!

Our Technical Artist, designer, Unreal Prototype Master, Brother of the Night’s Watch , and Guardian of the Cube, Marcin… Has put together this video to show you how it’s looking now, and talks about how construction will work in Eden Star. Check out the Video Below!

 

flix saint marcin
Saint Marcin, patron saint of Scrum

Feast your eyeballs on this.

Thanks for reading!

Dev Update – Foliage Destruction

One of our main design ideals for Eden Star is that the player should always be able to make their mark on the world. Weapons should do damage to anything they hit, and if it does not break, there should still be some visual evidence of its effect.

Something we’ve been having fun with recently is the vegetation and foliage destruction, and making it look believable and (as always) awesome. The following images are a taster of the flora concepts that make up the more lush areas of environment.

eden star fan leaf concept damaged states
eden star grass concept damaged states
eden star bush concept damaged states

When a player sweeps an energy beam over a forest, it would be easy to just make the foliage take damage, disappear and be replaced with a shower of particles, but that isn’t really satisfying for us. The foliage we’re working on has various damage states, and if it is not completely destroyed, can grow back.

Hopefully, this will mean that players will not accidentally transform whole forests into deserts during a firefight!

 

(Click images for full size)

eden star big leaf concept damaged states
eden star tropical concept damaged states
eden star tree concept damaged states

Combined with the physically reactive nature of our foliage, deforestation never felt so good!

It may be possible to absorb energy from vegetation, so if you find yourself in a forest surrounded by enemies, you have some resources to defend yourself.

 

(Click images for full size)

eden star jungle concept damaged states
eden star shrubs concept damaged states
eden star hanging concept damaged states

 

This system also allows our levels designers flexibility when creating areas of the world and allows a more dynamic experience. Foliage assets will begin games in different states which in turn not only provides a different visual experience each time you play the game but a different playing experience.

For example, when you first walk into an area you may find many mature plants which have a high energy value when absorbed, but if you restart the game the plants in the same area may not be fully-grown, which means you will not receive the same amount as energy as before.

For gameplay reasons, regrowth of foliage currently happens quite quickly. We are balancing regrowth rates, energy values and the amount of damage each plant can take as we test internally.

If you’d like to tell us what you think, and if you’ve got some cool ideas, speak up and be heard on the forums!

Comic Con London

Hello all! It’s Comic Con weekend in London!

We’re still cracking on with work on Eden Star, but we have sent ambassadors to Comic Con to spread the good word to good folks, and forsake the earthly pleasures of Comic Con.

If you’re there this weekend, keep your eyes peeled for the handsome visage of our Producer, Kyle!

flix kyle barbecue

Sadly, there are rules about having open flames on the show floor, so Kyle will only be serving up juicy game information. We’ll be right next to Turtlerock’s Evolve stand! Already seeing some awesome stuff out here!

We’ll update this post, Facebook, and Twitter as the weekend goes! Catch you later!

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Eden Star is a product of the GamesLab West Midlands programme, developed by Creative England and supported by the Regional Growth Fund.

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