Crystal Caverns

Right, time for a proper game devlog.

Spent the last few days working on a hub environment- the place to upgrade gear, chat with NPCs and select levels. I previously had a menu-based approach which I thought was alright- but I wanted something more substantial. I decided to go with this sort of crystal-caves look, inspired by one of the zany textures I had floating around in my main texture pack. It’s not overly detailed right now, since I’ve only laid out the basic level geometry. I sketched the base look in TrenchBroom and imported that into Godot, before using some low-poly rock meshes with that zany crystal texture to build out the walls and obstacles.

I then connected my other scenes that were in the menu based hub- the level selection, loadout selection and suchlike, to some placeholder objects. There’ll be NPCs to interact with to do all this stuff at some point- but right now I just needed to make sure I didn’t brake anything. I’ve attached some images so you can see how it looks!

Here’s the previous menu-based hub. Alright, but not notable.

My new hub area. Needs more lights!

There’s even a lovely pool to relax in. Ignore the untextured placeholder!

I need to add in more NPCs… time to see how rusty my Blender skills are!

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I hate menus

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Giting to grips