Devblog 22 – Addition to our team & technical preview

Hey guys, we have some good news for you!

NEW 2D ARTIST

Mito Horvat Madjar is our new 2D artist and a valuable addition to this team. His passion is tattooing, therefore he does a lot of drawing, he’s also experienced in Adobe design tools. One of the reasons we chose him is that he spends every minute of his spare time playing video games. In this line of work you have to keep up with the industry and check up on other similar games and see what they are doing that is successful.Mito profile floatlands

On project Floatlands he will be responsible for visualizing the game ideas with concept art and UI design. Already he designed our own custom

FLOATLANDS

font that will accompany all of the marketing material – you can send us your impressions regarding that. His next assignment is to come up with a logo that will accurately represent the Floatlands game.


We updated our world with new types of islands (Shelf, Normal, Mother, Father) that were described in the previous post. We added several points of interest that will hold a certain kind of loot.

POINTS OF INTEREST

Shacks will be free to loot and the easiest way to obtain items. They will encourage you to explore every part of the world.
shack boxes lowpoly Floatlands

Towers will be heavily guarded by enemy NPC robots and the difficulty to overcome them will vary: more difficult -> more valuable the loot.

tower hill lowpoly Floatlands

Radioactive sites will be easy to spot, they will be filled with barrels that will emit visual green smog. Radioactivity will cause you a little bit of damage so you’ll have to watch out when deciding to loot there.

radioactivity lowpoly Floatlands
Flying fortress will be the most difficult to capture (master difficulty). For now it’s in concept stage and we can only show you some prototypes.
flying rustbucket lowpoly Floatlandsbunker-tower-lowpoly-floatlands


In recent updates we also implemented volumetric lighting that will add to your experience exploring these worlds. By now you may have noticed that we give a lot of attention to lighting and shading – especially experimenting with shaders, because our basis is lowpoly and visuals are vague without these additions. We managed to change our world generator from a random one to procedural. Now we’re ready to start working on the gameplay (questing, random encounters), exciting stuff ahead…

 

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