Daedalus – SitRep #11

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… Read More

Daedalus – Sitrep #9

This week we’ve updated the basement level with AI and objectives, added a new quadcopter model and started developing exterior building tiles. Quadcopter Model Updated We’ve added one of the concepts Sam made into the game, and already things look significantly better! We are still nailing down how the final quadcopter will look, so expect to see more concepts soon. You can see a 3D view of the model here. Outdoor Environment 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… Read More

Daedalus – SitRep #8

It’s been an exciting week for us as we have two new team members on the project; Christopher Jack (programmer) and Samuel Smith (artist). With them we can now begin to up the ante on new content and visuals. As well as this we’ve rebuilt the quadcopter handling model and improved the basement level shown last week. Quadcopter Handling Tim has rebuilt the quadcopter to behave in a much more realistic manner, with more detailed and accurate physics forces being applied to it. The quadcopter now auto levels properly, making collisions easier to recover from. This… Read More