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[Design] - Back to Blender, More Housework!

Estate of the Damned
A downloadable game

To keep the game dev process fresh I decided to stop the programming side for a bit and go back to Blender to try and round out the Loftly Estate, as I need at the bare minimum a closed loop single level as a playable concept. This means tidying up the main hall as well as a few small issues that had been bothering me:


I've finally got the moulding in place and consistant, as well as roof decor to detract from hard corners. The back corner stands out like a saw thumb, but the hallway needs more decorations in general so I am not too concerned with that. I've also ensured at least the ground floor as doors where it should, albeit locked for now. Upstairs is still a complete state though, but I plan to at least flesh out the hall/doors so a player can explore to a degree.

Also, while a bit early I decided I wanted some woodland between the main house and the cliff, so made use of Blenders Hair particle system and some gnarled tree models to great effect. This also should mean a creepy nighttime view from the windows of the hall/kitchen etc. but will require I redo my LOD system to account for the severe increase in mesh/poly count.


I figure now would be a good time to showcase the scale of the overall map, noting the building is start half finished (exterior will be made once I'm happy with interior), and I have put some placeholder cubes down where I am imagining roads/gardens in future. I will also need to put a wall surrounding from the cliff to the road as an artificial conceit to keep the playing from leaving.


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