This week we have been hard at work on a tool to create procedural levels in our game, we called the tool Universe Tool. Our brave team of programmers have been working with QT to provide a tool for the rest to use.
The tool utilizes grammar graphs and rules to create a level layout and outputs a file that unreal can then load and represent in a scene. This allows us not only to create a layout for the level, but also gameplay such as placing keys that unlocks other rooms or boss rooms. We are confident this will let us create amazing levels like the one below:
A outsourcing team using Houdini are creating room templates for us to use, this allows for a lot of variations in rooms as shown below:
Hopefully the tool will be complete soon so we can share more about its results! The next post we will show off some early gameplay of the game, showing off some very early prototypes we made.
Have a good flight captain, Dave Ruptash Lead Programmer Team Double Doors
Throughout our development we will be posting updates and sharing our progress with anyone interested to read! Following is an update on design and art department. They’re excited to show you what they have been working on. Take a look:
The Captain of A Crew
As a captain of a space vessel tasked to explore the galaxy, you face off against the hordes of evil, accompanied by your loyal crew whose skills and teamwork allow you to overcome any challenge both within enemy ships as well as in the hidden waters of space.
When players board ships or space stations you are able to gather your most trusted crew members to join you on your mission to vanquish the evildoers or maybe just, claim some loot? Check out the some early concept art!
When exploring space you are bound to run into evildoers or other adversaries that will not see eye to eye with your ideals. Here’s some early concept art of a player blasting an enemy warship:
Your crew members will provide you with valuable insight and skills to allow you to defeat more evildoers and explore the mysterious sectors of space. Overcoming challenges will reward you with special pieces of equipment and perhaps new friends!
Defining the Look
With our reference being drawn from science pulp fiction the artist wanted to create something that not only retained that authentic feel but also felt new and refreshing. This is an illustration of the effect we want to shader to have on our objects:
Creating the look
After they defined a visual reference for what we wanted we could start creating it! This is the first step towards creating the final shader which means the final product will look even better!
Next up we’ll be showing you some gameplay so stay tuned!