Wall thickness being an important issue for immersion in a game where there are a lot of walls, there needed to be a better solution for a cavernous environment than six sided blocks. After all, cavern walls aren’t square.
Underworld now has a basic 3D engine but the goal to keep things simple was to make do without 3D objects. Just basic shapes and textures. That is how it worked out for the caverns.
A few people have asked how monsters appear in the new environments. Well, they do so much like they did before – a very oldschool way. Only now those that have feet actually have those on the ground. Here’s a peak at the upcoming monster art as well.
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4 thoughts on “Caverns and fauna”
This looks even more awesome then town stuff you showed last time, what release time are you looking at? This year or next?
It should be done for this year, although being dependent on the artist’s schedule it’s hard to set a date in stone. Also I want to repolish certain things like end of game balance. I should be done with that when the artist is done though. Thanks for writing JB!
The sprites look awesome, but I do admit I’m going to miss the scantily clad ladies 😉
@Yarrpeegee Who says they’ll be wearing fur coats? The only thing I don’t want is bikini armor. But you saw that many of the ladies aren’t armor-clad 😉