Devlog: Lots of Visuals

Airborne Empire

Build your sky city while exploring a vast landscape in this Open World RTS City Builder. Combining the methodical construction and management of a city builder; the unique lift, balance, and propulsion needed for a flying city; and the compelling characters, dangers, and adventures of an RPG!

Hey gang, we've had so many visual updates to the game this week, let's just share a bunch of pretty stuff! BJ is working on our next biome lookset. Zach is experimenting with how to combine BJ's land pieces into a cool level, and in the meantime BJ's making new resource assets for the area. Here's a quick preview: [img]{STEAM_CLAN_IMAGE}/44228604/535ab728d99a7e025eab35767e1212aae10b3e2f.png[/img][img]{STEAM_CLAN_IMAGE}/44228604/932fb94db5c4e9fb7c8adf3d21be38df2d9377c7.png[/img] Amanda's creating the look for our ground enemies. Here's her grayscale kit and an example of how an enemy outpost might be put together: [img]{STEAM_CLAN_IMAGE}/44228604/125957ea31c2fe6b47a83b63569c55b26cad9132.png[/img] [img]{STEAM_CLAN_IMAGE}/44228604/15d9e1609fdeb85424298352e2ccd36c189f8bb5.png[/img] She also created a first pass of the Charcoal Hut, on which Fred has since made a comment that I can't unsee. We'll see if it gets less (or more!) like cartoon characters with the next pass: [img]{STEAM_CLAN_IMAGE}/44228604/091c470c6b56e92ab2ad5b0b366e8f17173ac737.png[/img] She also tweaked the colors in our new UI, so that it blends better with the game. You'll probably see many UI updates in future as I take a pass on designing each screen, and maybe updating some iconography and placement too: [img]{STEAM_CLAN_IMAGE}/44228604/a50ab5ab3d557066717b541f0d98f9f085ccf2f6.png[/img] I created some damage states this week, including wispy smoke and some shader tweaks to make the building tops look crispy when destroyed: [img]{STEAM_CLAN_IMAGE}/44228604/45ca35ceaed00b7843d456c0ff8372eaf2327b4d.png[/img] I also created a new puffy smoke effect for exhaust on the Town Center, which looks more inline with our volumetric clouds and explosions. [img]{STEAM_CLAN_IMAGE}/44228604/0911ef1b56f028559921de8e145fd0192d099da9.png[/img] It even takes proper shadows, so at different angles and Time of Days it still looks good :) [img]{STEAM_CLAN_IMAGE}/44228604/6d154ba8051372561248432b658a821e439566a8.png[/img] We won't always have such a visual week, but I figured pictures are always better than words (and also Philomena from Stray Fawn told me that pictures are always better than words ;) so here's a dump o' stuff! Is this better than a regular devlog? Would you like to see a weekly devlog like this, or more of a long-form written update like I've done in the past? Let me know in the comments -- there's no point writing these if nobody's reading them, after all! Hope you enjoy seeing the progress!