One thing that we didn’t get a chance to talk about last update was the huge visual addition of random seed Lizard Individuality. Those of you who played the last Alpha build may have noticed that Lizards looked a bit cooler than usual, with some sweet new plumage…
But it goes beyond just the surface! As we’ve mentioned in previous updates, each Lizard (every creature actually) is a unique individual, with its own traits and personality, so finally we have been able to catch up on that and show it on the outside as well.
Here is a WIP developing the 3d spine system for ridges:
Each breed has its own specific range of plumage and physical attributes of course. Greens are generally quite a bit larger, with impressive nice spine ridges and can get fat too. Blues tend to be smaller, with dual stripes or horns. Pinks can get some impressive neck ruffles, etc.
These are assigned to all the creatures along with their “personalities” at the start of a new game, so other than just to look cool and add visual variety, the idea is that as you play through the game you’ll now be able to remember the personality from previous encounters, identifying it by the unique plumage “Ah, that bright green one with the long tail spikes is nasty! Get me out of here!” etc etc.
Finally! This was one of the remaining technical hurdles that’s been hanging over our heads for a looooong time. The world design concept I did over a year ago calls for some regions focusing on a darkness mechanic, but we were unsure how well we’d be able to pull it off using the engine and toolset we have. After PAX wrapped up, Joar had some time to devote to playing with the idea, and WOW its better than I could have hoped for!
Illuminated slugcat! (just for testing purposes)
Testing overlapping light sources...
Deep, sunlit rooms...
And of course the deep dark wouldn't be cool without some bio-luminescent creatures!
This is all just done in between plane flights and moving around the past few weeks, but were already very excited about what we can do with it. Big plans, big plans!
Now in the complete opposite direction, I’m working on another aerial region which connects to the Chimney Canopy region we showed off last update. The design is all about huge suspended structures...
and platforming around strange high altitude machines…
We’ll have more news on the creatures of Sky Islands next update! See you then! :)
Best! --James and Joar, Rain World devs