This week there’s been further development of the first level whitebox and some new environment mockups. We’ve also started to implement human soldier AI enemies and playable human characters, although we aim to show this in a future SitRep as it’s in a very early phase.
Environment and Asset Mockups
Sam has been working on transforming concept images to 3D environment mockups. Below is artwork of a lab scene which has been fleshed out into 3D. The 3D work helps to demonstrate the layered nature of the environments, with even small rooms having various routes through them.
Additionally Sam has begun concepting smaller details in the environment, such as the keypad below:
Level One Whitebox Progress
The Construction Site has been developed further from last week and a few new buildings have been added, namely the Tank Hangar and Civilian Accommodation.
One Week to DrinkUp!
DrinkUp! is on Thursday, so there’s a week left to get a ticket if you’re able to get to The Printworks in Manchester from 19:00 onward. Currently there are just shy of two hundred attendees so it will to be a great opportunity to meet tons of game devs and service providers. Grab a ticket here!
This week we’ve been working on a lot of behind the scenes fixes, optimisations and have revamped the AI behaviour to be more efficient. As well as this we have some really cool mockups that Sam’s been working on and the initial whitebox for what will become the first level of Daedalus.
Sam’s been working on some initial environment mockups. Although they’re a work in progress they already create a strong sense of atmosphere and serve to display the style we are aiming for in the environments. The first two pictures are screenshots of the game running in editor, and for us it’s exciting to see the new quadcopter model in a nicer looking environment.
First Level Layout Whitebox
I’ve been working on the rough plan for the first level and have created a basic whitebox. The first level is an open area that allows players to tackle some simple objectives in a variety of ways. As well as this, the level will be split up into smaller areas that will eventually become multiplayer maps.
This will be the main focus for level design over the next few weeks, so I’ll be posting updates on it progress in each SitRep. The basement area we worked on will be located under one of these buildings.
There’s just under two weeks left to Drink Up, so ifyou are in Manchester around the 9th October and want to see Daedalus and other cool indie games, grab a ticket here and head to Shooters Sports Bar in The Printworks from 19:00.
I’ve started creating basic tiles for exterior structures. These will become more detailed and specific over time but it already allows for rapid prototyping of building shaped and styles. The gif below is from the whitebox for the first level of Daedalus, which sees players infiltrate the facility above ground before heading deeper into the complex. The basement we have fleshed out will be located beneath one of these buildings.
Guard Dog Hacking Terminals
Tim has added terminals through which it is possible to possess a Guard Dog and cause choas:
This is already a fun change of pace from the tension of sneaking around. The player will not be invulnerable when using a Guard Dog as their quadcopter can still be located and destroyed, and enemies will be on much higher alert, making them harder to sneak past. However, hacking a Guard Dog can be a way to cause a distraction or attack enemies head on.
Basement Level – AI and Objectives
We’ve updated the basement with AI enemies and a win condition. The gif below shows how a worker has spotted the quadcopter and runs to grab a Guard Dog, while the player escapes up an elevator shaft.
We will be updating the IndieDB page with more info regarding Daedalus, so be sure to check it out as we start to upload content and demos!
More next week!
That’s all for Daedalus this week! We’ve also been working on a side project, so expect some news on that this weekend. Thanks for checking out the game, more to follow next week!