Tag Archives: assets

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!

Dev Update – Reactive Foliage

Hello once again!

Some of you may have seen a little teaser we posted on Twitter last week, but for those who missed it, here it is.

eden star day night engine timelapse

This beautiful little picnic location was made to show off some of the foliage our 3d artists have been creating recently, and also shows part of an accelerated day & night cycle.

However, this is not just eye-candy! Our foliage has function! Imagine that you’re out in the jungle at night, and out of the corner of your eye you see a disturbance in the bushes… That telltale sign gives you the valuable moments you need to fight or flee whatever lurks in the vegetation. If you choose to flee, your movement may be slowed by the thick undergrowth, allowing your pursuer to catch up and do all manner of terrible things to you.

To explain more about how we’re going about making these reactive foliage assets, check out the video below, made by our Art Director, Matt Clark.

 

 

For your enjoyment, here are a few more pictures!

eden star base lod templates

 

Some more of our terrestrial-style foliage. The white box in the middle is the height of the player.

eden star models grass ground plants

 

Some of the smaller plants and grass.

eden star planet

 

A beautiful shot through a jungle area, looking out over the landscape of Pharus 7.
Oh, and one more thing.

When you have a holiday home on Pharus 7, you simply have to keep out the riff-raff in the neighbourhood.

eden star good to have land

 

For context, these shields currently define the boundaries of the playable area, and will be pushed outwards as more content is added.  In the game lore, the shields hold out the toxic native atmosphere of the planet, allowing terraforming to take hold inside its perimeter.

Thanks for reading!

Dev Update – SplinterMites…

Hello again from the quaint countryside offices of Flix!

We’re currently showing the pre-alpha demo at EGX Rezzed in Birmingham, and will be until Sunday, so if you’re in the area, why not come over for a look, and chat with some of the devs! It’s a great event, and we’re all very impressed at the quality and creativity of the other Indie games on display. There’s a huge variety of cool ideas, so we encourage everyone who can to check them out in this vibrant showroom setting! It’s an experience you can’t really recreate at home.

The SplinterMite

eden star splintermite model preview

You may remember this post from a while ago when we revealed the concept art for our first ground-based enemy, the SplinterMite. Since then, we’ve been doing a lot of other work on the game, but we certainly haven’t neglected our ugly little friend! The model and textures have been polished up to final game level, and the animations have been developed ready for the AI to be implemented. Right now, they’ve barely got any AI controlling them, but it’s great fun to see them running around the level, and even more fun to blast them and throw them around the landscape!

We’ll be revealing footage of the SpliterMite in-world and scurrying around soon, so stay tuned for more!

The SplinterMite will be able to burrow into the soft earth, and tunnel undetected, unless you force them to surface again. Your structures will be built on sturdy foundations, which the Splintermite cannot burrow through, so the design of your base will help protect yourself from these pack-hunters!

Though SplinterMites are small (about the size of a Labrador, if a Labrador had chitinous armour plates, stabbing blades for legs, and a powerful beak ), they tend to be found moving in packs, and can have unpredictable aggressive behavior.

Stay tuned for further news!