Dev Post 4/16

Another week gone by, and lots of Dev goodness to share. Let’s get to it!

The Art Team

  • – Began interviewing for new artists
  • – Started working on parts (and pieces) of the first starting city
  • – Optimization of Armor sets continue
  • – Remodeling of character meshes

Programming Team

  • – Sculpted pre-alpha landscape
  • – Added more trees
  • – Flooded the world, then dried out the world
  • – Rebuilt the world after the great flood

Writing Team

  • – Imported new skills into the pre-alpha build of the client
  • – Started writing new skills and their descriptions
  • – Began naming various areas of the world map

We continue to work furiously adding parts (and pieces) to get the pre-alpha up on the servers. Have a great week.

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Dev Post 4/9

Hope everyone had a great Easter Weekend! Now onto the business at hand as we drive our way closer to the pre-alpha build.

The Art Team

  • – Many more armor sets being worked on
  • – Finishing up new concept art work for several of the cities
  • – Several types of animals continued to be modeled / textured
  • – Flora artwork has begun
  • – Initial UI and Map concepts done
  • – Asked….actually “begged” the Art Team for more cowbell

Programming Team

  • – Skill Tree layout work has begun
  • – Effects for spells starting to be added
  • – Nailed down (without real nails) Basic starting skills
  • – Sound just starting to be composed for several game screens

Writing Team

  • – Lore for additional cities started
  • – Uul faction lore all but done

As you can see we are working like crazy to meet our internal milestones. If all goes well, we hope we can hit the Pre-Alpha stage sometime next week.

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Artists Corner #3

The artists have been hard at work on concept art for the game for the past few weeks.
We discussed having a combat scene to go along with our first pair of cities. We wanted this scene to give people a feel for the game and it’s concepts in one glance. The following sketch is the original mock up by our artist:

battle_sketch_1
Early version

This image did a good job of portraying combat but lacked a key aspect of the game, the feel of battle. While one on one encounters are likely, battles over land and resources will be a key feature of Utherous. The two following sketches attempted to embody that feel.

battle_sketch_2
Battle Version 1
battle_sketch_3
Battle Version 2

While both of these images are great at capturing the feel of fight on a battlefield, the imagery of the catapult, in the second image, really brings home the idea of siege craft. The second image moved onto the colorization process and resulted in the images below

wip2
Colorized Battle 1
concept5
Final Version of Battle 1

The final image portrays a sense of darkness and a very visceral feel that we are striving to capture in game. The artist even went as far as to include the armor seen in Dev Post 2/21 on the human combatant.

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Dev Post 4/2

We have spent most of the week trying to get a pre-alpha build working.

The Art Team

  • – New art completed for website
  • – New concept art for monsters started
  • – Weapon modeling started
  • – Horse animation work continues

Programming Team

  • – Stability work on pre-alpha build
  • – Building worlds, mountains are pretty heavy lifting!

Writing Team

  • – Adjusted Item Lore
  • – Fleshed out Skill info
  • – More city lore

Next we should offer some new armor … and maybe more!

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