Hey guys! We're back for another quick update on what we've been up to these past couple weeks. Without further ado, let's jump in:

1. Climbing

As you can see below, it turns out trees aren't the only thing our Sugar Glider can climb! Indeed, we've added vines throughout the world to make it easier for players to navigate their environments while also serving as a way to guide players to the right areas of the map. We still need to update the collisions to make the climbing more realistic, but we like where we're heading so far.

 

2. Sun, Sky, Clouds

A huge part of making a nature exploration game is nailing the environments, and a huge part of nailing the environments is having an amazing sky on the horizon. These past few weeks we've experimented with various types of lighting, movement, cloud densities and configurations, and slowly but surely our in-game sky is taking shape.

The sunrise above shows how the sun, clouds, water, and map elements will all interact with each other to form a pleasing landscape. The hope is that as players advance through the world of AWAY, they get to experience nature from dusk till dawn, with the sun & sky evolving throughout their journey.

This obviously poses several challenges in terms of lighting, guidance, and environment design, so at this point our main objective is to strike the right balance between form and function.

Gotta love these shots though... 🌅😍

 

3. In-Game Environments

Unlike games where the main character is a human or a large creature, our first episode has you playing as a tiny little Sugar Glider. Its small size and low vantage point mean that small details that generally go unaccounted for now become central to our gaming experience. Every leaf, pebble, and blade of grass has to be visible, and that means we've had to come up with creative solutions to render all of them at once.

One of our main priorities since the very beginning has been to make AWAY's in-game environments as detailed and polished as possible, and what you see below is an early peak at the work we've done so far on that front. Nothing's final yet, but we're liking the direction things are going!

 

MIGS 2017

Finally, we're gearing up for the last big event of the year, the Montreal International Game Summit. Set on our home turf here in Montreal on December 12-13th, we'll be demo-ing both the VR and PC versions of our game at the event. If you're in the area, come swing by to say hi, we'd love to show you what we've built so far!

In the mean time, you can follow our progress on Twitter / Facebook / Reddit, where we keep you updated on all the latest happenings here at Breaking Walls.

See you around!

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